I just got Blender and I don't know how to add textures to only one side. I've tried finding an answer but i can't. It adds the texture to all sides of the object.  I just want the blue on one side of the square. BTW i don't know where anything is in blender so if you have an answer please include pictures.
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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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When I make a 3d model in blender and import it to unity the model has an incorrect size and im thinking the problem has to do with the units but I don't know what units to use while modeling in blender (cycles).  Another problem is that when I import it into unity it imports itself without textures so im thinking it has something to do with how I save the model in blender, right know im saving it as .blend  And the final problem is that when I import the model from blender to unity the y,x,z axis are inverted or weird.  Thank's in advance.
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I am wanting to know if I can use blender to project a texture (from a plane, UV Sphere, object, etc) to another object in a silhouette style?  I have tried to accomplish this with transforming texture coordinates as the attached image shows.  (the attached image shows the cycles shader used on Suzanne)  What I would like to do is project the plane onto Suzanne (given here as a reference) so that it is projected from a point (the circle on the right).  I know there are powerful remapping and baking features in Blender, however I am a bit stumped with this one.  Basically I want the rays to hit Suzanne, from a single point, then I can bake them into Suzanne's texture.  I want to do this so I can generate a Matte from a 360º photograph onto a surface.  So that I can then composite effects to that surface. Such as crumbling etc.  I know that I can accomplish this with texture painting in overlay mode, however I don't think that works with equirectangular images yet.  In the example shown I was thinking I could use an empty as a reference point for the projection, (hence using texture coordinate - which allows access to object) but this isn't working.  I have experimented with UVProject, but this doesn't look to handle 360 textures?   Any help would be most fantastic!
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For the first time I'm working with an artist who is going to be creating the textures for the models I create in Blender.  Up till now I had been building the models and the texturing them myself using pre-built textures from websites.  My question is: What is the easiest process for me to apply the textures our artist creates to my model?  Should I give the artist the UV Map from my model, or should I just get textures from the artist and fit them to the UV Map?  Basically I have no idea how this process works in a professional environment.
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I try to use two texture in the same material.This material is for a jacket, and one texture containing the default leather material texture, and the other someting like a decorative stripes. My question is, how to blend the two textures together in the same output. I tried the "Mix" node with not too much success.
54763
I just enabled the Blenderkit addon but cannot seem to figure out how to edit the objects. I looked in this reddit thread and amazingly none of the solutions worked for me.  Making it a single user object, data, and materials did not work. I do not see any option to append when adding a model form the Blenderkit asset bar (I even tried saving it and appending the object in another instance of Blender and it still would not let me edit it). And when I right click I do not see an option to make local on outliner collection. I am using Blender 2.83 if that makes a difference but can use 2.9 if need be. Any other solutions?
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So I have a giant object that is completely uv unwrapped. I would like to make areas of the object with a specific area of texture emit light.   The problem is that this object (and it is only one object) only has one material. I would like the lava to emit light, but I cannot move it to a separate material without breaking something.  I'd like to find a method where I can select a part of the texture and tell blender that whatever has that part of the texture emits light.  Is this possible?  Thanks.
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Using:  Blender V2.79 Cycles Render Engine  After creating a complex interior scene consisting of 3 different texture types, each having 3 associated maps (Diffuse, Gloss, Normal) I noticed the texture and baking options will not successfully combine to create a texture for the exported mesh once I bring it into Unity 3D. The mesh is a single object with the different textures assigned to specified faces.  I've played around with a default cube mesh for testing purposes, using the same 3 textures split among the 6 sides, but have only been able to successfully pull over the color info by baking a diffuse map to my UV and saving the image. When using the other baking options, Blender does not successfully create a map for either my Glossy textures, nor my normal map. Even using the "Combined" baking option, I am provided a flat dull diffuse image for my mesh, no gloss or normal info is saved.  My Node process for textures is displayed here  Here is the result of baking my textures as a Normal  The result of adding other textures made from Blender's baking, results in flat gloss at best.  What can I do differently in Blender, to have my assigned UV Diffuse, Normal, and Gloss maps all appear in a single object in Unity?
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So in my graduation from blender internal to cycles, I've been experiencing numerous problems. Now please bear with me, the answer is probably obvious but I'm new so cut me some slack.  This is how the model looks like in blender internal:    Now I transfer to cycles:      And I get this result:   The textures are there in the menu bar, but they will not show up no matter what I try.
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So I want to texture clothing for example that I created using the mirror modifier. But I want the 2 sides of the clothing piece to have individual designs for instance but it is not possible since the original and the mirrored surfaces use the same UV-coordinates. How can I change that?
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How could a one-sided material be achieved with the Cycles renderer?  I would like to create a plane that is completely transparent from one side, and a mirror from the other side.  It would be cool if Cycles/Blender simple supported backface culling like the game engine. But I guess it doesn't?  How could something like that done with nodes?
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When I start Blender, I am shown the Outliner on the right side:    Somehow I very often manage to hide it. I think it happens when I unwrap and have the "UV Edit" window shown on the left side of Blender.  Can anybody tell me how to restore / show it again?  Thank you.
47296
I'm working in the new 2.8 with someone else's file (made in a previous version of Blender), and I can't get the textures showing in the viewport. I've relinked all of them to the correct location on my computer and Blender can seem to find them, but just won't display them in the viewport. I've made sure I'm in LookDev mode, and also added a lamp, but still nothing.  In 2.79, it was always just a matter of finding missing files and that's it... Can anyone see what I'm doing wrong here?  Thanks!
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Is there a way in Blender to push faces like Sketchup does?     The best I can get is doing a regular extrude and a lot of work to clean the "mess" up...    Thank you for your time!
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I have two textures in Blender that are for a desk I am modeling. Each texture is 4K quality and takes up a ton of memory. I only have 4GB of memory on my computer, so I can't render an image of my scene. I decided that I would use an HD quality texture instead of a 4K, but I can not replace or remove textures from my texture list in Blender. Is there a way I can do this? Any help is appreciated.
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Whenever I download Nintendo models I come across this texture with the black. I can't transparent it, but how do I use this for stuff in Blender Render mode? If it's possible can you tell me what I do with these kind of textures?
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I have SVG of a tree. I want to make a 3D model of it. Also I want to add a texture on the front face (on the trunk) of this tree, to make it bumpy. But how can I add a 3d texture on it? I extruded the perimeter, but how to fill in the rest?