I'm pretty new to blender, and i wanted to try to render something pretty simple, so i made a house. But the problem is, that when i try to apply my seamless texture to roof, it is showing/acting like color. I really don't know why, because the texture is ok. I have tried to figure it out using nodes, but i didn't came up with a solution...
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Because I am pretty new to blender I watched the tutorial  from BlenderCookie.com.  I loaded  onto a sphere but then in all views the texture is just some kind of blurry with no details.
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So, as a newbie relatively new to blender, I started doing some texture mapping (blender internal Render). I created a texture for the main object and a couple of transparent decals to decorate it. (basic effects made in GIMP). Simple stuff, just to know how it works.  After unwrapping, having 2 UV maps made, creating both new material and textures, enabling UV mapping coordination I always end up with:  - all - 1 faces of the cube being covered nicely in the main texture  - 1 face covered in blank material with a decal in the middle of it  - the whole thing partly coated by a huge "stain" of a decal  So, the problem is that I can't layer textures correctly. Is there a way to have one texture covering everything and more transparent ones on top of it? I am working on a bigger project right now and having this ability would be useful
56695
Ok so i am a bit of a noob in blender, so I need help with this.  I am trying to texture something, but there is no texture button where there should be, because the blender edge window cuts it off here's a picture
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This questions has already been asked a million times, but nothing solved my issue so far.  Situation   I'm using Blender 2.72b.  I'm not using nodes, just the plain old vanilla settings. But apparently I messed them up somehow. I'm using the Mirror modifier. I'm completely new to blender (and 3D modelling in general) and use it for a couple of days now. I deleted the cube and made this model from scratch (no import).   In texture view everything looks fine:   In material view (and after rendering) everything is black:   Attempts to solve   I have a light source. I have a camera. I have no ceiling. I have a material. I have a texture. Shadows are activated. I tried using nodes and my output was well connected - no change, still black, so I stopped using nodes again (I had no idea what I was doing anyway). I checked out many solutions posted on the web.   As my last attempt, I opened the vanilla start-up file again. Everything works fine with the cube. So I compared the material und texture settings step by step. It all seems the same. This topic is so extraordinary complex and I'm so bloody inexperienced that I'm stuck at this point.
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I can't figure out what is causing this I tried removing the materials for the objects as well as re-assigning new materials and flipping normals I don't know what is causing this issue for the model.  The head seems to be working like it should but the body doesn't turn white in textured mode or black in material mode. I'm using default blender render
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I have been experiencing an issue that once I have a material created and looking the way I want it, I cannot seem to export it correctly with the textures mixed.  I don't know the correct words to use, but in blender I have the material created using the nodes editor, and I have placed two textures inside of there (one for the rock texture and one for moss, my object is a rock). When I export this model and import to Unity (the game engine I am using), I find a materials folder but the material inside of it does not have the textures assigned, it's just a plain white material?  How can I export my material from blender in a way that it will allow me to import it WITH TEXTURES into Unity?
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I am ready to render my animation but it seems i have a problem with my texture of the object i animated.  In the image u can see that the object is transparent and I can look trough it. So what is the problem here?   This is the node setup.    Thank you for your help!
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I followed  to create a soccer ball.  Now I want to texture it in a way that every pentagon has an image inside itself and the exagons are white, but I also want everything to be a little glossy. I managed to successfully UV Map the ball and paint the texture in photoshop but now I am having big problems in applying the texture material to the mesh.    I've created a new material in Blender Render mode with Diffuse and the texture applied to it. I also set the Texture mapping to UV. I've gone in edit mode, selected all the mesh and applied the material. Unfortunately in Texture View Mode I see just a white ball and while rendering I see everything's black.      If I try to do this in Cycles Render and use a Mix Shader with the FAC set to the texture image I get what I want in the Texture View Mode but while rendering I just see everything black and white of my colored images.        I hope I've been clear enough and that someone will help me in this easy/difficult task! Thank you in advance
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for some reason, my person will not show up when rendered. I have checked the material and it is fine. Not sure what i did. Hoping that someone can figure it out for me.   here's a link to the .blend file:
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I made a character, and its one of my first times texturing, and I saved my character into a new folder, and when I came back to the model ALL the textures were pink, I used to know what to do, but I stopped texturing, how do I bring my textures back?
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Okay, so this thing, is for me very strange. It still might be very obvious, but I started with blender 4 days ago.  So what is happening is that when I am rendering my animation, I have a white wall and ground where the scene grid is.  Here is a screenshot when in render mode:   And here it is in material mode:   I would really like to remove this, and I have tried for hours now with no success. I tried to unlink "world" from the scene but then it got all dark when rendered.  If you have any idea of what could be causing this?  (I am making an animated minecraft intro)  Edit: I was told to do alt + h and then the wall and the ground was visible in material mode as well. Here is a screenshot.    But I can't find a way to delete it...  :/
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I have build a basic house but I would like to use different textures for the roof and walls. Here is what I have now.     The brick texture is on the roof when i want it to be a different texture
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This is something that has been irking me for a while, as I've been working on a car project. I'm trying to create a paint (in cycles) similar to the the material in this image:    The problem is, whenever I try to make it, it always comes out looking to diffused or too sharp.  Here's my node setup:    And here's the render:
68242
I have a problem with Blender and its animation process, I want to do an animation and to do that I rendered all frames of my project. Textures on all of my frames are visible but when I do the render animation, my textures won't show up. I used UV/Image editor, I applied the materials to the objects and I did the exact same thing for 3 other animation and it has worked on all of them..  Here is a rendered frame where we can see that textures show up.   On this screenshot we can see that there's no textures when I do render the animation but on the right screen we have a view in "Render Mode" which shows us textures...   If anyone can help I'd be very grateful
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The long way I do this is:   have cycles render selected   setup the materials of a mesh   create it's UV coordinates   create a new image and assign it to the mesh   bake   change from cycles to blender render   if in cycles you were using nodes for materials setup, disable it   setup the material as shadeless   go to the textures of the object and set the baked texture   go to object data->vertex colors and add a new one if there wasn't   go to bake options change bake mode to texture and bake to vertex color and finally bake it     This takes a lot of time to do and the final vertex colors bake will always have some vertex that are colored incorrectly because the UV projection was not perfect. Is there any way to bake in cycles directly to vertex colors?
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When I render in Cycles it turns into solid white.  I've spent the past 2 hours researching the answers to this online, mostly through this Blender Stack Exchange.    1.) All my layers are turned On 2.) My World is not emitting anything, it's just black. I have my camera facing the model (as you can see in the screenshots).   And after messing with it some.. it now renders in solid static (as seen in screenshots). Trying to upload the file now to tiny upload.. so hopefully during this weekend someone can figure this out for me. Ugh!!.. lol. Thanks so much!
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First of all, I'm not very familiar with texturing.  So what I want to do is have one texture with a selection of colors as such:    And use that to color my (low poly) models to prevent having to use multiple materials.  If my question still remains unclear. This is what I want my models to look like, by only using one texture.    Is this possible? Any help is appreciated :)