1
$\begingroup$

This question already has an answer here:

So let's say I create a material in Cycles and let's say, I load an image texture onto a sword. It perfectly fits, all good.

Now, the sword I would load in would only be one part, it's just one big mesh.

So how would I select an area of the sword, let's say one part would be steel, and the other part would be (leather)? I just need to know how to add more than one shader on different parts of the object.

$\endgroup$

marked as duplicate by Ray Mairlot, user7952, VRM, Leon Cheung, David Jan 24 '15 at 15:06

This question has been asked before and already has an answer. If those answers do not fully address your question, please ask a new question.

  • $\begingroup$ You can assign a material to specific veryices $\endgroup$ – someonewithpc Jan 24 '15 at 11:38
  • $\begingroup$ You could do something like this, to control where the two shaders go. $\endgroup$ – David Jan 24 '15 at 15:15
4
$\begingroup$

You can assign another material to the faces that should have a different shader. Just go into edit mode, select the faces that should have a different material and assign it to the face:

enter image description here

Otherwise you could mix two shaders depending on a texture:

enter image description here

$\endgroup$
  • $\begingroup$ And I can assign the material to more than one object or only just that face? $\endgroup$ – BinaryGreen Jan 24 '15 at 11:56
  • 1
    $\begingroup$ A material is a collection of shaders/other nodes that tells Blender how to render a specific surface. They can have as many users as needed, it doesn't change the material at all. So yes, you can assign the material to any number of objects, faces, or a mixture of the two. $\endgroup$ – VRM Jan 24 '15 at 12:01
  • $\begingroup$ When I loaded the sword in, it like, had all these crazy vertices and faces and what not. $\endgroup$ – BinaryGreen Jan 24 '15 at 13:05
  • $\begingroup$ Wouldn't selecting materials for specific faces just become known as Texturing, or is that different? $\endgroup$ – BinaryGreen Jan 25 '15 at 15:48
  • $\begingroup$ @BinaryGreen Texturing is assigning a color or value to a model depending on texture coordinates, which do not necessarily depend on the faces of your mesh. Textures are usually defined on a sub-face level and thus can help you change materials inside a face. $\endgroup$ – maddin45 Jan 25 '15 at 16:46

Not the answer you're looking for? Browse other questions tagged or ask your own question.