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Well, i am new to blender so this question might be easy for some to answer. My problem, you can see on the picture. i want unwrap the label which has a transparent area (though it is not a square). The problem i have you can see. I want the transparent area to have same material as the glass. Is this possible without changing the faces? I know about baking all to single image, but i don't think the glass material would be good if i did that. Hope I can get some advice. enter image description here

EDIT I think I need attach a photo so you understand what i mean,i want to fix the edges and faces on the model so they fit the label, but how can i do ? seems like it all get distorted when i try.enter image description here


i think i need attach a photo so you understand what i mean,i want to fix the edges and faces on the model so they fit the label, but how can i do ? seems like it all get distorted when i try.enter image description here

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Your problem here is not so much in with unwrapping but more with the material setup.

I would say your UV unwrap seems to be correct and would be suited for what you are trying to do, now all you need is to correctly setup your label material. You could do this two different ways:

  1. Either copy your glass material node setup into the "Label" material node tree, and then use a Shader Mix node to mix the label "paper material" with the "glass material". In the mix input socket you should connect the alpha output of your image. Roughly, this:

enter image description here

  1. Another way around is to use the same material on all faces of the bottle, including the label and glass. Use the same technique with the Shader Mix node setup as above, but make sure all faces have blank no UV coordinates (like setting all vertex to X0,Y0) except for the ones with the label so that the glass material shows up allover except for the parts with paper label.

EDIT You an achieve this in two different ways:

  1. Either model the label as a simple cylinder around the bottle with a radius slightly larger than the bottle itself like the example on the right (exaggerated radius for visibility purposes) then use alpha channel transparency in the material to hide the excess geometry. (just leave it like this, people will take care of it in their software)
  2. Or model it as above and then after unwrapping select the top vertices and move them down using GG(double press G button) and make sure you select the Preserve UVs in the operator options. That way you can manually adjust the top vertices without distorting the UVs.

Can

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    $\begingroup$ He is using Blender Render, not Cycles. $\endgroup$
    – Denis
    May 10 '16 at 4:41
  • $\begingroup$ Ok thanks for the answer, but yeah i am using Blender Render, the thing is i want to create objects that i can share with other people for game engines and also other 3d programs, so i can export object to .obj or .fbx. I was reading about baking it all to 1 single texture from cycles but, i am not so sure that the quality of the materials will be good? i mean the glass surface will be textured instead of rendered. Or am i wrong, i am a bit confused and trying to learn about blender and 3d modeling :D. $\endgroup$
    – mathias
    May 10 '16 at 12:59
  • $\begingroup$ Oops, my mistake, didn't notice what rendering engine you were using. In that case the best course of action is probably separating the label into another geometry that goes parallel and very close to the glass surface. Maybe that way it is more flexible to achieve what you want. $\endgroup$ May 10 '16 at 13:28
  • $\begingroup$ Ok so i need change the faces then i guess?. This is maybe a stupid question, but as i said before i just want to be able to share models in obj or fbx format (now just try to learn). I readed tutorials on baking and so on but, hard to understand everything. But if i want to make such a model of this object for example. Can i use the cycle engine and get all texture and glass on the exported model in some way? how? $\endgroup$
    – mathias
    May 10 '16 at 15:31
  • $\begingroup$ If you just want to share the model for other people to use you probably don't need bother with Cycles or baking. Just make sure you provide the 3D model with the correct UV coordinates and the corresponding texture files needed for that model. In your case the label image texture you already have will suffice. Just provide the PNG and each person will then use it in it's own way to create the materials for whatever software they use it in. $\endgroup$ May 10 '16 at 15:38

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