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I need to design 3D model something like packet of product with just 2-3 sides. I have images for front face and back face of a packet. I just need to assign images only and no shadow or anything fancy required. Just a basic product model we need which have 3 sides and need to assign textures on 2 side (3rd is bottom side which is never going to be shown to user because it is on surface).

I have created cube type of objects with UV mapping texture on it, but for this object, there are not flat sides, it has curves.

How can I achieve this in blender?

Here is what kind of object I need:

enter image description here

Here is Front side texture image

enter image description here

Here is Back side texture image

enter image description here

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  • $\begingroup$ It sounds like you just need to create some Seams before you unwrap. Then, once you have unwrapped, the two sides will be individual UV islands and you can set you images to appear in the correct place. $\endgroup$
    – rob
    Commented Sep 5, 2019 at 11:32
  • $\begingroup$ I can make straight seam but in this case, I will have to give curves to the sides. Also merge top to sides into one $\endgroup$
    – NSPratik
    Commented Sep 5, 2019 at 11:36
  • $\begingroup$ You can also use the UV Project from View and set the view to be the Front for one UV and the Back for a second UV. Then select them as independent input Nodes when setting up the material in Node editor. $\endgroup$
    – rob
    Commented Sep 5, 2019 at 12:05
  • $\begingroup$ Do you have any sample created? $\endgroup$
    – NSPratik
    Commented Sep 5, 2019 at 12:48

1 Answer 1

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Set the Base material. I just used a Diffuse BSDF Orange.

set the base material

Load up your image for the front of the packet. I used the a Color Grid generated in Blender.

image editor

Select required faces and Unwrap. I deliberately left a border so you can see the base material. This will create a default UV Map

select and unwrap

Set up material Nodes to start with and Input->UV Map set to the default map connected to an Texture->Image with your image. Make sure it is set to Clip then take that through a Diffuse BSDF Shader and Mix it with the Base.

setup the shading

Now add a new UV Map and select the next faces and Unwrap

unwrap part two

Now you can duplicate your existing Nodes and change the UV Map input and use a Mix Shader to combine them. I have used the same image but you can choose a different source image for the back.

nodes part two

Just to show how you can manipulate the unwrapped island. Scaled and rotated.

unwrap manipulated

Commonly and especially for games, people will use a single image and unwrap to a part of it. I find multiple UVMaps gives me more control.

final product

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  • $\begingroup$ This is such a detailed answer I never expected from Stack Exchange. Thanks for giving your time. I will be following this tutorial once I get free. $\endgroup$
    – NSPratik
    Commented Sep 10, 2019 at 12:24
  • $\begingroup$ Can you share .blend file if you don't mind? $\endgroup$
    – NSPratik
    Commented Sep 18, 2019 at 6:01
  • $\begingroup$ I don't know how to prepare base material (from the default cube) $\endgroup$
    – NSPratik
    Commented Sep 18, 2019 at 7:16
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    $\begingroup$ here you go blend-exchange.giantcowfilms.com/b/6584 $\endgroup$
    – rob
    Commented Sep 18, 2019 at 10:46
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    $\begingroup$ not sure what you mean. You can use the standard Blender Scale tool and change X,Y,Z independently or together. $\endgroup$
    – rob
    Commented Sep 18, 2019 at 10:53

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