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Deygus Jul 13, 2017 @ 7:31pm
.Blender Model won't let me assign a Texture to it? [SOLVED]
So I have a model that was done in blender and I cannot figure out why it won't let me map a texture to it.

I originally had it assigned to a dark grey diffuse material but I have now switched it to a texture selected the object, uv unwrapped with the image texture on it and nothing is happening..

I have done this for several other models and it works so I know I am doing it right but, I have no idea what happened.

Did I accidentally enable something or disable something that broke it?

Any ideas what happened or how to fix it?
Last edited by Deygus; Jul 17, 2017 @ 2:46pm
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Showing 1-15 of 28 comments
Magenta Jul 13, 2017 @ 7:34pm 
did you go into uv image editor to move the map onto the image
Deygus Jul 13, 2017 @ 7:51pm 
Originally posted by APotatoFlewAroundMyRoom:
did you go into uv image editor to move the map onto the image

Yeah, I opened the uv image editor and have the image texture in there and I can see the UV Map is over top of the image.

Maybe it's a corrupted model or something...kinda strange lol

Here's a screenshot - http://i.imgur.com/vEFPRaz.png

I did the same thing for the other tree models you see in there so no idea why it's not working on this one..
Last edited by Deygus; Jul 13, 2017 @ 7:51pm
Pte Jack Jul 13, 2017 @ 8:10pm 
Check your normal directions, you might be looking at back faces on that one.
Hayden's Studio Jul 13, 2017 @ 9:06pm 
Exactly what @Pte Jack said, you can see from here that the normals are the wrong way around.
Select everything > Mesh > Normals > Recalculate Outside.
Deygus Jul 14, 2017 @ 8:52am 
Originally posted by Pte Jack:
Check your normal directions, you might be looking at back faces on that one.

Thanks for the help that that was something I thought too and I already too but didn't fix it.

No idea what else it could be..
Deygus Jul 14, 2017 @ 8:55am 
Originally posted by Hayden's Studio:
Exactly what @Pte Jack said, you can see from here that the normals are the wrong way around.
Select everything > Mesh > Normals > Recalculate Outside.

Heya, thanks for the help and advice everyone.

That's what I thought it might be too but, I tried that already and it didn't make any difference which is kinda strange..oh well..

I agree though it does look like the normals are flipped or got stuck because they didn't match the rest of the models properly on the outside when solid shaded.

I think i'll just either make some new models or leave these out of my project because there's 2 of them doing this out of a set of 10.
still__alive Jul 14, 2017 @ 9:19am 
There are two buttons for changing your normals, one says "Recalculate" and the other says "Flip Direction". I've had one or two times where using the recalculate button didn't work, and using the flip direction button did. If you have not clicked the flip direction button, maybe give it a try.
Deygus Jul 14, 2017 @ 9:19am 
Originally posted by still__alive:
There are two buttons for changing your normals, one says "Recalculate" and the other says "Flip Direction". I've had one or two times where using the recalculate button didn't work, and using the flip direction button did. If you have not clicked the flip direction button, maybe give it a try.

Good idea, will try that in a bit. Thanks.
Mr Chappy Jul 14, 2017 @ 10:29am 
Have you accidentally assigned the selected mesh parts to the second material(Tree_Stump_Cut)?

Might be helpful if you showed us an image of the "Node Editor" view for this material too.

A material/texture will show on both sides of a mesh, so it is not to do with your face normal direction at all! The shading will be messed up if these are the wrong way round but the texture/material will still display!
The only time they won't is when back face culling is turned on causing the entire face not to render from the back view...
Last edited by Mr Chappy; Jul 14, 2017 @ 10:32am
Deygus Jul 14, 2017 @ 10:53am 
Originally posted by Mr Chappy:
Have you accidentally assigned the selected mesh parts to the second material(Tree_Stump_Cut)?

Might be helpful if you showed us an image of the "Node Editor" view for this material too.

A material/texture will show on both sides of a mesh, so it is not to do with your face normal direction at all! The shading will be messed up if these are the wrong way round but the texture/material will still display!
The only time they won't is when back face culling is turned on causing the entire face not to render from the back view...


Hmmm, not sure, nodes seem to be correct I think..

Here's an updated screenshot - http://i.imgur.com/Rc7iFcR.png

I think I'm just gonna cut my losses and either leave it out of my project or make a new one..

Thanks for the help everyone, I apprecaite it. This is just a strange problem it seems.
Last edited by Deygus; Jul 14, 2017 @ 10:57am
Mr Chappy Jul 14, 2017 @ 11:53am 
Still worth deleting both of the materials from this object then adding the one you want back in.

Also having an image displayed/selected in the UV unwrap window is unnecessary as your material overrides this. I would try removing this(and any others you might have here(in the UV window)) in case they are doing anything unwanted.

Do everything(texturing/material wise) through the materials tab, not the UV unwrap window, apart from assigning one of the default test textures during unwrapping when needed(and remove afterwards).
Deygus Jul 14, 2017 @ 3:10pm 
Originally posted by Mr Chappy:
Still worth deleting both of the materials from this object then adding the one you want back in.

Also having an image displayed/selected in the UV unwrap window is unnecessary as your material overrides this. I would try removing this(and any others you might have here(in the UV window)) in case they are doing anything unwanted.

Do everything(texturing/material wise) through the materials tab, not the UV unwrap window, apart from assigning one of the default test textures during unwrapping when needed(and remove afterwards).

Okay, will try that. I just had the uv selected in the editor so you guys could see where it was over the texture.

I will try deleting both materials and redo it to see if that makes any difference.
Mr Chappy Jul 14, 2017 @ 3:16pm 
Originally posted by Deygus:
I will try deleting both materials and redo it to see if that makes any difference.

It's the only thing I can think of at the moment that might be the cause....???

Just try deleting the 2nd texture first, "Tree_Stump_Cut".
Last edited by Mr Chappy; Jul 14, 2017 @ 3:18pm
Scre Jul 16, 2017 @ 4:01am 
Maybe multitexture problem swith to glsl

Im on phone so can't open stuff but reading every comment etc. This comes to mind
Wolvix Jul 16, 2017 @ 1:53pm 
First make sure you are in blender cycles in node editor and you need to input a UV map, vector < mapping, image texture, diffuse bsdf, and material output by clicking shift A to insert them into node editor in this order left to right. Then go change default mode to UV editing and put texture file in image on the bottom and select all of the object in edit mode and go to shading UVs click on unwrap and choose unwrap again, make sure to click unwrap again or it doesn't work.This always works for me, hope this helps :D
Last edited by Wolvix; Jul 16, 2017 @ 2:17pm
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Date Posted: Jul 13, 2017 @ 7:31pm
Posts: 28