In my UV image editor I have a few textures, that I don't use anymore. I tried to delete these from the list there, by clicking on the minus button, the delete key. ( - )  but nothing got deleted.  I saved the project and reopened , but that didn't help anything, the files are still there, I can click a hundred times on the delete button, it won't delete.  The list is located right between to the image menu and the plus button in the UV image editor.    Is there a way to get these textures out of my list ? Not all of them but just one or a few.
11273
I'm creating a model for a 3D game that will eventually be exported using a custom Python script. This model makes heavy use of UV textures.  However, the project now references a bunch of images that are not used by any objects in the project. Example:    I don't want the first two, or the red_bubble.png image. However, I have no idea how to remove them from the project. Selecting one of them reveals that there are "2 users of the data" although I am not using it anywhere.  How can I get rid of these excess images?
112170
I see two imagemagick icons.     Can I remove them (or just one of them)?
13047
I can't find those that I need to delete. What's the location of those files?  How can we manage them?
30085
I have added some textures to objects in blender but the textures don't show up until I render the file. it can be difficult to know what the objects look like without rendering it. is there a way to have textures show in the editor even if they are at a lower res?  In editor:    Rendered:
92827
I want to use python to move the UVs of the selected objects. I am having trouble with moving the UVs. When I run my script I moves the objects instead, not the UVs. All object have exactly 1 UV map.   My approach the problem:  for mesh in selection:   for UVs in mesh   select all UVs   move UVs     Here is my code.  import bpy  scene = bpy.context.scene for count, ob in enumerate(bpy.context.selected_objects):     if ob.type == 'MESH':         scene.objects.active = ob         bpy.ops.object.mode_set(mode='EDIT', toggle=False)          bpy.ops.mesh.reveal()         bpy.ops.mesh.select_all(action='SELECT')          # execute any editmode tool         move_x = count % 10         move_y = count // 10         bpy.ops.transform.translate(value=(move_x, move_y, 0), constraint_axis=(True, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=0.263331)           bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
106116
Is there anyway to cleanup vertices/edges in edit mode?  I have been deleting some faces from a mesh but it seems to create a few loose vertices/edges.  Update for clarity:   So I have a mesh like this:    And I delete some parts of it and end up with some edges/vertices that do not have any faces:    Can I automatically select and/or remove those?
68894
It's not part of the artwork and doesn't seem to be hurting anything, but I get this on a lot of client logos and I'm wondering how to get rid of it.   I think it's part of the artboard, but can't find anything to select/change/remove it.
109791
Someone asked me a Photoshop question the other day, and after some time thinking on it I couldn't come up with an answer - hoping someone here can shed some light!  Let's say I've got a batch of photos of people all standing in front of the same textured background - for example, headshots against a studio background. If I wanted to remove the background from all these photos, there are a few ways to go about it; the problem is all methods I know are manual, and large batches become pretty tedious.   Now, let's say the background in each photo was stationary (maybe a few px of wobble), and I had a photo of the complete background without any figure blocking it. Would there be a way to use the complete background as some sort of inverse/subtractive mask, so all you're left with is the person? At the heart of it, this is about automating the process of removing the same background from every image - so any alternate methods are welcome too. Thanks in advance!
74260
Is there an easy way to remove overlapping faces? In the example remove doubles doesn't work  You might be able to do the following: A to select all faces. X &gt; Only Faces. F to create faces, but after deleting the faces I'm left with something like this.  If I press A to select all and then press F to create faces then there are still overlapping. Blend file
5697
The title says it all but i'll give further details. I have a 3D mesh on which I have already applied some textures, but i didn't care about uv mapping it the proper way. The problem is I figured out I must care about that now but I don't wanna retexture it from scratch. Is there a way to remap the UV while keeping the texture intact in its place?
124123
I am making a blender model of a Living room. Inside of this Living room, I have several objects that can be used not only in that Living room, but in other kind of rooms. For example, I have:   LivingRoom.blend ==> Basic walls structure, floor, ceiling. Television.blend ==> A complex model of a TV. Statue.blend ==> In this blend file, I sculpted a Statue. Couch.blend ==> The design of a couch And so on... (Lamp.blend, Fan.blend, Painting.blend, Extinguisher.blend, ... you get the point!)   The main file, as you guessed, is LivingRoom.blend, inside of which I will be appending all the others. As I said before, I did it this way because those other objects will be reused in other parts of the house (like in the Kitchen or in the Basement, for example).  I need to Unwrap AND create a Diffuse Map + Normal Map + Specular Map for each object.  But I am presented with an elementary question: should I UV Unwrap + Texture all files in separate Texture files? These objects are to be used in a Game Engine like Unity. So I have two options:   Creating an Albedo.jpg, Normal.jpg and Specular.jpg for all objects. Downside of this method? I would end up with 3 maps for each objects, and the number of textures would increase quickly (in this case, I would have 3*8=24 texture JPG files). UV Unwrapping + Texturing all files ONCE they are inside of the same .blend file. Drawback of this method? I would end up with an extremely messy UV Map and giant Texture files. Furthermore, I think I would lose quality/control over each element separately later on (although with Texture Painting I think this last problem is under control).   I want to clarify this question is a possible duplicate of  of mine, where I didn't get any quality/useful answer. PLUS, this other question includes texturing also.  Thank you!
91785
Basically, I applied my textures by taking each individual object, unwrapping it in the uv editor, then opening up an image in the uv editor and it would apply the texture in the 3D editor. However, when I render my project none of the textures appear and everything looks odd. I don't know how to set up the images properly with the bee.  For example, here's the uv layout image for the bee's Cube.001:     How do I get that applied properly to the Cube.001 in my project?  Here is   Everything appears purple if the images aren't there and I don't know how to fix that either.
39150
I was working on a tower and painted my own texture for it. I saved halfway though and took a break. When I returned to my little project, I could paint on the image and it shows up in the material view but not the render. I did everything in my power but still couldn't understand why?  I have used:   Nodes, including mapping and insert UV coordinates. Unwrap UVs Used lights Deleted and replace nodes Deleted and replace Mat Removed image and replace it Reload image Painted on mesh   Even though use blender, I am not a programmer. So I find it really helpful if someone could give me an answer.
43251
I have a finished model where the UV maps overlap - lots of wood that isn't detailed to be particular to the model.    I'd like to re-map the texture so that specific details can be added. I'd like to rebuild the UV map into non-overlapping islands, without losing the current texture application, and preferably without manually pulling apart the islands.  Is this possible?
80704
I can't seem to get these particular faces to take the UV Mapping. I selected the entire object, entered edit mode, hit U>Unwrap.   The rest of the mesh takes the uv wrapping, but not those faces for some reason.    It looks normal in solid mode.     Does anyone know what could be causing this?
6779
I'm attempting to make a texture for a model i've been working on, so i've been trying to get a decent UV map, However whenever I do it usually ends up either very distorted or a lot of unrecognizable pieces or several different UV maps. What are some easier ways of unwrapping/UV Mapping?
23715
I masked an image in the UV/Image editor masking section. I then used that mask in the compositor for background replacement. However, the mask size seems to be different. Why is that? Here's a screenshot: