Texturing trouble...

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airports3d
Posts: 0
Joined: Wed Feb 01, 2006 8:54 pm
Location: Natal, Brazil

Texturing trouble...

Post by airports3d » Wed Feb 01, 2006 9:19 pm

Hello guys!

Sorry about the stupid and newbie question, I´m not a modeller, I just know the basics of the basics in Blender. The problem is that I´m building a simple model of a Terminal for a flight simulator´s scenery and I´m using the UV Image Editor to apply this texture to the side-faces of the terminal:

Image

And I want blender to do this with the face:

Image

But instead of repeating the texture in a Tile-style, Blender is actually stretching the image all the way over the face like this:

Image

What should I do :?: :? I use blender 2.36

Regards!
Guilherme Moura
Natal, Brazil

Image

Pierre-Luc_Auclair
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Joined: Tue Nov 23, 2004 1:57 am
Location: Quebec City, Canada
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Post by Pierre-Luc_Auclair » Thu Feb 02, 2006 7:27 pm

Hey I don't really know if you can do image clipping for texture but if you can, I would create a new material, clip the image to the pixels you want and it should do the trick.

airports3d
Posts: 0
Joined: Wed Feb 01, 2006 8:54 pm
Location: Natal, Brazil

Post by airports3d » Thu Feb 02, 2006 8:35 pm

Merci Pierre!

I don´t have much idea how to do that, but I´ll try to mess around and see if I can figure it out! :)
By the way, Quebec is a very nice city! :wink:

Cheers

Guilherme
Guilherme Moura
Natal, Brazil

Image

z3r0_d
Posts: 289
Joined: Wed Oct 16, 2002 2:38 am
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Post by z3r0_d » Fri Feb 03, 2006 7:30 am

either:
a) split the face into three [the new n-divide works nicely] and uv map each face with the whole of that region
b) make that ITS OWN IMAGE, and uv map the face to go the entire height, but 3 times as long [stick off both sides by the width of the texture]

trying to do repeating sub-regions of a texture is not the correct approach

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