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Description :

I have the pant hose mesh and texture (let's call it texture1) ,and also the body texture(texture 2) , I want to blend the body texture with the pant hose texture (make semi transparent pant hose but also have the skin color) but only use the pant hose mesh (layer of skin texture is behind the semi -transparent pant hose)

For easier to imagine, i can get the same result by doing this (but this method duplicates the pant hose mesh, while i want to only use the pant hose mesh as i wrote above)

  • Rearrange the pant hose UV (let's call it UV1) to fit the apporiate area of body texture . Now i have new UV for pant hose ,let's call it UV2
  • The arranged UV2 pant hose mesh has the same position as the old one, but has different texture
  • Make the old pant-hose mesh become semi transparent and leave the new one in same position

Now i have semi transparent pant hose with skin effect

Question :

I want to use only one pant-hose mesh,so i 'm going to edit the body texture (texture2) to fit the UV1 (this is what i mean split the texture follow the UV) for more clearly about split the texture follow the UV :

**** More detail

For example we have face (A) with 3 vertices ,these vertex indices = 1,2,3 The old UV is UV1,The new one is UV2 I want to do this : In UV2 editing window, i open the body texture and retrieve texture content inside the face (A) ,and paste that texture part into the corresponding position of UV1 (the position define by face A, which is created by vertices 1,2,3)


-Repeat the steps above with all faces After doing this (if possible) , i 'll use gimp to place the semi transparent pant-hose texture layer over the new body texture -(the texture created by steps above)- and have the same effect as above

Old post

I have an object which has two UVs.

UV1 is for texture 1. UV2 is for texture 2.

I 'm going to blend texture 1 with texture2 with image editor, the semitransparent layer of texture1 is on top of texture 2

Is it possible to split the image of texture2 follow the UV2, and paste to the right position of UV1 ? Thanks

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    $\begingroup$ Maybe your question is very difficult to express. Currently I find the question difficult to understand. Placing an image in your question may help. Please know GIMP is an image processing tool we often promote at BSE. I am going to suggest edits in your question, you can finish them or delete them. Is your image static or dynamic? $\endgroup$ Jan 8, 2016 at 20:11
  • $\begingroup$ Thank you very much for the help, i really appreciate it , i mean different,i 'll try to explain more clearly later .Thanks again :) $\endgroup$
    – mtrcol
    Jan 9, 2016 at 5:11
  • $\begingroup$ I also do not understand the [split the image], or [right position]. Perhaps understanding that is not necessary. Do you mean copy and paste? You can, in general, copy any part of any texture to another texture. Static or Dynamic. UV manipulation, texture layering, Blender Texture painting , Blender Compositor, or using GIMP. $\endgroup$ Jan 9, 2016 at 6:38
  • $\begingroup$ Thank you very much , i really appreciate your efforts. I edited my first post for more clearly, if you don't mind ,please take a look and tell me if it 's possible and what method i have to use. i'm so sorry for my bad english $\endgroup$
    – mtrcol
    Jan 9, 2016 at 13:55
  • $\begingroup$ Please paste an image for specific help and to improve clarity of the question. If you do not display an image you still might learn something and make progress by various answers. Various answers which might interpret your situation differently. There is a Blender Render response and a Cycles Render response below. Are you using Blender Render or Cycles Render? Common question here. Often you can tell people this so they do not need to ask. You must choose one or the other, not both, Cycles Render or Blender Render. $\endgroup$ Jan 10, 2016 at 9:24

2 Answers 2

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Using cycles you can use a mixRGB node to combine two images into one, each image can use a different uvmap. The Fac of the mixRGB defines how much of each image is visible.

You can then use a third greyscale image to define the amount that the two images mix together, white showing one texture and black the other and 50% grey being an even mix of both, texture painting can be useful to position the transition where you want it.

enter image description here

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  • $\begingroup$ Thank you very much ,it looks like what i'm looking for, i 'll try it :) $\endgroup$
    – mtrcol
    Jan 9, 2016 at 14:01
  • $\begingroup$ hi again, may i ask for what option when i export texture, i guess i have to use "bake" to export the result texture ,but i don't know what option i have to use ,thanks $\endgroup$
    – mtrcol
    Jan 10, 2016 at 1:27
  • $\begingroup$ You can save the images to any format that blender recognises. You use baking to generate a texture image. It sounds like you have the textures but want to combine them. From your expanded question you may want to use texture painting to position the pant-hose texture in place and paint it onto the body texture. $\endgroup$
    – sambler
    Jan 10, 2016 at 6:47
  • $\begingroup$ THnak you very much , sorry for late reply, i tried texture painting, it 's what i need but the result is not good/correct like we arrange the UV, so i ask if we can edit / make the texture using the old and new UV i ask above .Thank you :) $\endgroup$
    – mtrcol
    Jan 14, 2016 at 15:23
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Blender Render Not Cycles

In the image below a yellow diffuse color hemisphere has two textures. Each texture is a file type [.png] with transparency. Both textures enabled.

enter image description here

Below only one texture is enabled.

enter image description here

Below the other texture enabled.

enter image description here

Below both textures are enabled. The color influence of the large pattern has been decreased. So it appears more transparent. So as usual in Blender, you can achieve results in many different ways.

enter image description here

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