Graphics Programs Reference
In-Depth Information
Zoom out again if the image is too large.
The image shows in the center face, but you will
see that it is mapped to each surface of the cube
in the 3D window (Figure 5.16). With the cur-
sor in the UV/image editor window, press the
A key to select all the surfaces then the G key
(grab) and move the selected surfaces around.
As you move the surfaces, you will see that
the image is repositioned on the surfaces of
the cube in the 3D window. The outline of the
surfaces in the UV/image editor can be scaled
and rotated the same as you would edit a mesh
in the 3D window. Individual vertices on the
mesh may be selected then grabbed and moved
also. As you see by manipulating the surface
outline in the UV/image editor, you can accu-
rately position the texture image.
If you were to render an image of the ob-
ject (by pressing F12) at this stage, you would
be disappointed to see that the image texture
does not render (Figure 5.17). To render the
image texture, activate “Face Textures” in the
“Options” tab of the “Material” buttons in the
properties window (Figure 5.18). Apply a ma-
terial (the default dull gray color will do) and
press F12 to see the rendered image.
Figure 5.17
5.5 Selective UV Texture Mapping
So far, the image texture has been mapped to
all the surfaces of the object, but suppose you
wish to place the texture only on one face of
the object. Create a new scene and leave the
default cube selected. Split the 3D window as
before and set up the UV/image editor win-
dow. In the 3D window, tab to edit mode and
select the “Textured” viewport shading.
In the 3D window, change from vertex se-
lect mode to face select mode (Figure 5.19).
Deselect all faces then select only one face
(right click on the face). In the UV/image
editor window, select and enter an image for
your texture as before, and you will see the
image mapped to the face you selected in the
3D window. In this case, we didn't do any
Figure 5.18
 
 
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