So, I've successfully modeled a sword in blender. Learned a lot. But still learning.

I followed some tutorials on youtube in order to learn how to texture the model.

However, what I've done is I've marked seams on several different parts of the Sword (Pommel, Hilt, Crossbar, Blade) And I've unwrapped each part separately. After this, I used a different image for each part of the blade.

I love the way it looks now, and I'd like to render it, but every time I try it doesn't show the textures I did with the UV Unwrap.

Upon further research, I found out that I have to make a material, and then apply the texture to the material.

My problem is that in every tutorial I've seen of this, its done differently, and most often the people in the tutorials are NOT working with multiple images.

Usually, they create a PNG. using their unwrapped objects, and the whole object is different colors but they're using a single Image, and I am not.

I'm very confused. I'd appreciate any help?

If possible, I'd like to simply take the way I have it textured with the UV unwrap (Which I can see when I change the viewport shading from "solid" to textured) and turn that directly into a texture that I can apply to a material, that I can assign to my model, and then render, without having to make multiple textures and multiple PNG.s and etc.

I need very clear, precise instructions, because I am very lost.

Any help would be appreciated.

**I'm using Blender Render, Not Cycles

  • 2
    $\begingroup$ Are you using Blender Render or Cycles? $\endgroup$
    – Mutant Bob
    Commented Jul 13, 2015 at 21:15
  • $\begingroup$ Blender Render. @MutantBob $\endgroup$
    – Joshua
    Commented Jul 13, 2015 at 21:25
  • $\begingroup$ Don't feel lost! :) To better understand what you are asking: you would like to have a unique texture which is the ordinate merge of all the other like this one bit.ly/1Jek1Gt, or the problem rely on creating and rendering materials? $\endgroup$
    – Carlo
    Commented Jul 13, 2015 at 21:31
  • $\begingroup$ YES, I'm pretty sure that you've got the idea. Maybe I did it wrong, I followed a tutorial that useD the UV Editing to apply texture to a mesh. I did this, and marked the seams across each part that I wanted to give a different texture too, and then I used the Unwrap UV Image Editor to apply the textures I wanted, where I wanted them. Then I went to render it, and nothing happened. I realized I needed to select a material, and apply a texture to it. My problem was that I couldn't find a way to take my UV Unwrapped mesh, with the textures I applied, and use it on the material. @CarloBergonzini $\endgroup$
    – Joshua
    Commented Jul 13, 2015 at 21:40
  • $\begingroup$ Ok, that's a sort of "packing" texture. These kind of texture are mostly associated to exporting a model with materials (es for game engines). If you just want to obtain a render, you probably don't need to do this. $\endgroup$
    – Carlo
    Commented Jul 13, 2015 at 21:50

1 Answer 1


What I'm going to show you one possible way to to join different textured objects into a single object with a single texture.

Here's the roadmap:

enter image description here

Assuming that we are starting with two separate object with assigned textures as in the picture (Texture A for the cube, Texure B for the sphere):

enter image description here

First step is to create a material based on the assigned texture to each object.

Part One - Creating basic textured materials in Blender Internal

  • Select one object (Cube in this case)
  • Go to the Material tab
  • Create new material (rename if wanted)
  • Go to the Texture tab
  • Create a new Material texture
  • "Type" must be "image or movie"
  • Choose the right texture from the built in browser (it will show you all the textures related to your file, so images you based your UV to must shown in the list)

enter image description here

A basic material where the texture is by default applied to the diffuse color of the shader has been created. Repeat the same processing for the other object.

The process is better explained in this video, or in this related answer

Part Two - Join texture in a texture atlas

First step is about obtain a single object

  • Merge all objects by selecting all of them and pressing ctrl+j

Now there is only one object with several materials applied. Blender conserves the information about what material was assigned to each face during the join operation.

By going in the "Object data" tab, you can see that there is only a UV map. This is because both of my objects had an UV map called "UVMap", so in the merging process the have been joined under the same name. Tey are now overlayed...but they still act as before in their proper texture space, as you can see in the viewport. If we want a single texture, we must avoid overlaying, so:

  • Create a new UVMap by clicking the "+" button.

This new UV, called UVMap.001, will contain the uv info about the texture atlas we are going to create. Select this map, but don't set as "Active for rendering".

You can see here what UVMap you are working on:

enter image description here

In the UV/Image editor, clic on the "X" to clear the editor and than create a new image. This will be the image to bake to. You can rearrange the UVs as you wish or let blender do the job by clicking "Pack island":

enter image description here

Go to the "Render" tab, in the Bake panel, bake mode, select "textures" in order to bake the textures of your object's materials (Texture A and Texture B) to the Image (Untitled.001) which is below your selected UV map (UVMap.001).

enter image description here

  • $\begingroup$ Maybe it looks more like a bad tutorial than an answer. Read it fast while I check the site guidelines...I might delete it! :( $\endgroup$
    – Carlo
    Commented Jul 13, 2015 at 23:03
  • $\begingroup$ You can also install and use the "Texture atlas add-on" insted of doing manually as shown $\endgroup$
    – Carlo
    Commented Jul 13, 2015 at 23:16
  • $\begingroup$ Nice answer :) Tutorial requests are off-topic, but both this question and answer are fine. In general a tutorial request is a question that asks for instructions on how to complete an entire project, such as "how to make a car". Questions about a specific issue (like "how to texture with multiple images") are more than welcome. $\endgroup$
    – gandalf3
    Commented Jul 14, 2015 at 18:03
  • $\begingroup$ OK! Thanks for the clarification @gandalf3 $\endgroup$
    – Carlo
    Commented Jul 14, 2015 at 19:19

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