Blender
.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?
Dernière modification de Deygus; 17 juil. 2017 à 14h46
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did you go into uv image editor to move the map onto the image
Deygus 13 juil. 2017 à 19h51 
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..
Dernière modification de Deygus; 13 juil. 2017 à 19h51
Check your normal directions, you might be looking at back faces on that one.
Exactly what @Pte Jack said, you can see from here that the normals are the wrong way around.
Select everything > Mesh > Normals > Recalculate Outside.
Pte Jack a écrit :
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..
Hayden's Studio a écrit :
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.
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.
still__alive a écrit :
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.
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...
Dernière modification de Mr Chappy; 14 juil. 2017 à 10h32
Deygus 14 juil. 2017 à 10h53 
Mr Chappy a écrit :
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.
Dernière modification de Deygus; 14 juil. 2017 à 10h57
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 14 juil. 2017 à 15h10 
Mr Chappy a écrit :
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.
Deygus a écrit :
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".
Dernière modification de Mr Chappy; 14 juil. 2017 à 15h18
Scre 16 juil. 2017 à 4h01 
Maybe multitexture problem swith to glsl

Im on phone so can't open stuff but reading every comment etc. This comes to mind
Wolvix 16 juil. 2017 à 13h53 
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
Dernière modification de Wolvix; 16 juil. 2017 à 14h17
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Posté le 13 juil. 2017 à 19h31
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