I've been working on a little bird but encountered an issue, I can't get it so that the glass texture is restricted to the faces I have selected.
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How do you add more than one material to a mesh?   I have tried adding two materials to the object, and then assigning one of the materials to a vertex-group, but I could not find a place to assign it.  I am making a striped bouncy ball that I want to deform, so adding a different material by separating the mesh into different objects would not be ideal.
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Well, i am new to blender so this question might be easy for some to answer. My problem, you can see on the picture. i want unwrap the label which has a transparent area (though it is not a square). The problem i have you can see. I want the transparent area to have same material as the glass. Is this possible without changing the faces? I know about baking all to single image, but i don't think the glass material would be good if i did that. Hope I can get some advice.   EDIT  I think I need attach a photo so you understand what i mean,i want to fix the edges and faces on the model so they fit the label, but how can i do ? seems like it all get distorted when i try.    i think i need attach a photo so you understand what i mean,i want to fix the edges and faces on the model so they fit the label, but how can i do ? seems like it all get distorted when i try.
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I have a weird problem with my viewport. As the images show, there are some very basic objects. But some textured objects are shown through other objects, although they should be hidden. It's obvious with the gravel – the object with grass texture should conceal a part of the object with gravel texture. On the other hand, the gravel goes some way under the plain white object, and is hidden by it, as expected.    I'm anything but a noob with Blender, but switched recently to 2.82. This problem happens with different objects and different materials, even with Cycles or Eevee. Could this be a graphical glitch? My PC isn't anything but bleeding edge, more kind of usable ol' buddy. Never had this behavior with 2.79b.  Thanks in advance.
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My material will not assign to the selected vertices. I pressed the assigned button, but it still isn't working.
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How come pathfinder - minus front is not working? I want a stylized N where that white part is taken out
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I'm newish to blender and have been trying some stuff for fun. When in the Shading tab my two objects look like this   But when in Layout tab it looks like this   Is this because there is a lack of reflective surfaces in the layout workspace. Here is file just in case  Sorry for google drive link. Hope you guys can help, thanks
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I tried to assign different materials to face - they work correctly only on Eevee rendering.  When I tried to render using Cycles - the surface always black - doesn't matter what the material or base color, only 2 properties have value - Emission and Alpha, they work correctly, face orientation is ok on this face.    And the blend file
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I have created this with cycles:  But the edge between the glowing and non glowing materials is very sharp. The material was manually applied to faces in edit mode. Is there any way I can smooth the edge between them in cycles?
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Bit of an issue here, trying to render this glass scene    Looks fine in the viewport, but when I hit render    Does anyone know the cause of different view port and final render, and how to fix it?  Here's my
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I got a new laptop about a week ago, when selecting vertices in blender it keeps selecting random ones around the model. I looked it up and everyone was saying if you have any transparent apps open it would cause this, but all I have open is blender and chrome. Anyone know any fixes?
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why can't i select two objects in edit mode?     I am trying to make a face from two different meshes but can't perform the action
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Is it possible to add a texture or material to more than one object at a time?
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Hello blender community.  Could someone please let me know how to fix this issue? I have one material for the whole face and a different one for the lips.  there's a noticeable edge that I want to get rid of. I just want it to have an ease fade instead of a sharp edge.   what's the best way to go about this?  Thank you in advance!    Finished Update  I wanted to give an update on how it was fixed with @hexbob6 and @Lemon 's help.    I needed two textures. One is the actual colored version and the 2nd is the black and white masked version. Hexbob6 described very well on the process here:   A: The node process on how to do it.    The B/W masked texture is going to be connected to the Fac of the mixed shader along with its UV coordinates. Make sure the image is on clip instead of repeat. the 1st shader is going to be the black part of the B/W masked texture. An important thing to note is if you have a texture already for the object, be sure to connect the other UV coordinates! the 2nd shader will be the white part of the B/W masked texture.   B: This section is the UV layout called "mainUV" where all the color goes.  C: This section is the B/W masked texture to focus on the lips.  D: Just the render view  E: Best way to texture something is to be able to see it in 3D view and texture paint.  F: Just showing that there are two textures to keep track of. One is the main UV and the 2nd is to focus on the lip.   That was it. Once again thanks to those who replied and helped me figure this problem. In the process I learned other things that I didn't know about blender even though I've been using it for years.
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I have tried to map this simple object, but the uv mapping does not correspond to what i see in the textured object. It cuts the image a bit on top and a bit on the bottom of the faces. It does not fill the faces with the texture, even though i have mapped them correctly. Does anyone know what could be happening? Thanks in advance.
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here is the picture of what I would like to get(example nr. 2). I need the edge frame to be same in width and length. Also the extrusion is on surface (without depth) I tried extruding region, but it did not give me the result I wanted.   I know I could just adjust the scale and do it manually, but that would be eyeballing without achievign accuracy. I would like to know if it is possible to extrude or inset while keeping the shape (even edge space)
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I am sorry if someone already asked for this question, I wasn't able to find it anywhere..I googled lots of things and didn't satisfied my needs so I hope you can help me out :) :P. When I try to hand texture my model, some parts are being unable to be textured. I hope you understand what I mean, here is a screenshot so I can explain you.   The blue line is showing where I can't texture it as you can see it's white. I had to "Fill" to get the white color even though some places got still black as on the picture you can see black texture on the fore-end/near barrel.
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I want it to look like the top image when I press P, so it has those lines around each face.    Like this:    Not like this: