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I'm trying to put the JBL logo on stereo normal, I've tried using texture paint but it doesn't work enter image description here

how to make PNG image blending with the normal

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    $\begingroup$ It's not quite clear what you want... Do you want to project the pic on the right onto your box without distortion? $\endgroup$ Feb 26 at 9:58
  • $\begingroup$ Yes, the question is not clear. If you want to project the texture have a look here YT: Blender 2.8 Bake camera mapped projected texture tutorial $\endgroup$
    – Blunder
    Feb 26 at 10:05
  • $\begingroup$ i'm sorry if the question isn't clear. so for the stereo texture i'm using normal, and i want to put the JBL png onto the normal and has the normal texture too as the picture on the right side shown... $\endgroup$
    – denarmor
    Feb 26 at 11:29
  • $\begingroup$ Please edit any information that will assist in clarifying question, into question. $\endgroup$
    – batFINGER
    Feb 27 at 9:09
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I might be wrong but I don't think you can blend the logo with a Normal map only.

You want to paint the logo on the threads of the fabric/cover and mask out the holes. For this, you need a Height or Displacement texture that has the info where the holes are.

For the example, I used the Displacement and the Roughness textures of this fabric. Got the logo, inverted the colors, then painted it with the Stencil mode of the brush on a new texture. For the Math node which is used to mask the logo, I've inverted the colors (logo=white=1, background=black=0). Of course, you can just use an Invert node before the Math node.

Once the Image Texture nodes are set up, you can mix the logo with the Mix RBG node and mask the logo with a Math node (mode: Multiply). The Color Ramp controls the opacity of the "paint"/logo. The Displacement texture (black & white) is used for the mixed color because plain white still looks too strong. You can use another Color Ramp to colorize the logo.

Shader setup
Shader setup to mix logo and fabric

The Normal texture is omitted from the example since there is already the Displacement texture and the images are big. The Bump node does the job.

result
The box with the material and a LED light

Update: After I had a closer look at the material, it looks more like hard plastic with holes in it than a fabric. In this case, you can get away with just an image that has dots on it.

The logo has now an extra UV map. So you don't need an extra texture and no need to paint it.

The image with dots can be used for the Roughness and Specular slots. Mask the holes with Color Ramps and you can create little black holes. (With the Alpha slot they even can become transparent).

final model

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  • $\begingroup$ thanks for the solution!! but i'm facing another problem. how to stretch the logo without ruining the normal texture on UV editing $\endgroup$
    – denarmor
    Mar 2 at 9:20
  • $\begingroup$ you're welcome! Create a new UV map just for the logo (cover area) then you can scale and move it around. Have a look at the blend file. $\endgroup$
    – Blunder
    Mar 2 at 17:40
  • $\begingroup$ I copy the nodes exactly like what you did but the JBL logo doesn't wanna appear, or did i miss something? $\endgroup$
    – denarmor
    Mar 3 at 6:57
  • $\begingroup$ Do you have both UV maps? There are 2 in the sample file. Check them the UV Editor workspace. You can switch them on the right side (Object Data Properties), one is the default UV map and the other one is for the logo $\endgroup$
    – Blunder
    Mar 3 at 7:16
  • $\begingroup$ thank you so much!! you help a lot!^^ $\endgroup$
    – denarmor
    Mar 3 at 7:18

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