If you have an image (or other piece of data, such as a material) you can force remove all users by Shift clicking on the X next to it's name. This will "mark" the data for removal upon closing the file.
After you force remove the data, you'll need to reopen the file in order for the data to be removed. You can do this quickly by saving the file with CtrlS ...
To unwrap UV's, you mark any seams you want, select the faces you want to unwrap, press U and select one of the unwrap options while in edit mode.
Only selected faces (or those surrounded by selected vertices/edges) will be unwrapped. Only selected faces will show up in the UV editor.
Also UV's aren't displayed in the UV/image editor if the Render Result ...
First, a little explanation of how texturing works.
The process of applying a texture to a mesh is called UVW mapping. The result of UVW mapping an object is a set of UVW coordinates that define what parts of the texture go where on the mesh.
A texture can be thought of as a three-dimensional space with each point assigned a color. A two-dimensional ...
Yes, using texture baking.
The workflows are slightly different depending on the render engine you are using, but here's how to do it in cycles.
A screenshot just to show how things are initially:
Create a new UV map in Properties > Object data, then with it selected, edit or re-unwrap to make the second UV map layed out how you want it:
Create a new ...
You can start again and re-do the UV unwrap just by doing the unwrap command again. In edit mode press U and select any of the methods. The UVs will be redone with the new method and the old UVs will be discarded. The mapping methods are explained here.
There is one exception to the above and that is UV pinning. If any of the UV vertices are pinned (they ...
UV unwrapping is the process of 'unfolding' a mesh so that you can create a 2D texture which fits the 3D object. It is generally necessary if you wish to texture your object very accurately, either in Blender itself or in an external image editor. If the model is not unwrapped then Blender would have to use a different mapping method, but you generally have ...
You need to add a material to your mesh to have it show in the render. Also, after adding a material, go to the Properties panel > Textures tab and add the texture. Don't forget to assign the UV map in Textures tab > Mapping dropdown.
See this screenshot for more details:
An alternative solution is to use a Refraction shader. Since this does not require changes to the geometry of the original "image" it can be very easily animated.
The key is to be able to control the bending of each ray hitting a surface (the zoom window) into a particular direction, irrespective of the incoming angle of the ray. This allows the camera rays ...
In addition to scaling the textures up in an image editor with pixel interpolation disabled, (as mentioned by Gunslinger)
Another method is to disable pixel interpolation right in Blender and save memory, and as already mentioned by Krivar, keeping the texture sharp even when close up:
As of this commit, (will be in blender 2.71) texture ...
Unwrapping is a skill in and of itself. There really is no right or wrong. You have to judge that yourself.
I made a fairly extensive tutorial on it, but here's a quick overview:
Figure out where to flow of the mesh and plan where to place the seams. Wherever you place a seam, Blender will "cut" the 3D model and try to flatten it. You want to make sure ...
Yes, the different UVMaps can be selected by an attribute node and plugged into the vector input of an image texture node as well as into another image texture node vector input holding an alpha mask of the image referenced from the first texture node. This way multiple textures (and UVMaps) can be mixed for a single material output.
This technique is ...
Example with Glossy, Glass and Emission shader.
Overview and Node setup:
You can do this by Separate RGB node which, well, is separating RGB channels. Then use them as masks for your materials.
Important thing is that it would work even better if colors of the
image would be pure RGB values. For example now red channel is R: 0.85
G: 0.43 B: ...
Model your own UV Map
This technique allows precision control over the geometry of your layout by unwrapping from a Shape Key pose.
"Project From View" allows anything we are looking at in the 3D Viewport to be stamped into 2D space (a UV layout). The trouble is that even if we can get a good projection angle there are usually some pieces of geometry on ...
In Uv Editor switch the Mode to Paint. Open a Tools panel (T) and select a brush.
Now you can paint.
Remember to save your image when you're done with painting (Image-->Save As Image). When you see a little star (*) next to the Image in header it means that the image isn't saved.
Here are some useful shortcuts that can be used in a UV Editor window:
You can do this by selecting the face and using Select > Select Split from the Image Editor header or the Y key, then drag to separate. This method doesn't require you changing the Sticky Selection Mode, but it does require that you separate at least one tri. This method does not work for separating a single point or edge.
You need to save the image texture to an image file F3 (Menu: Image / Save As Image) otherwise all changes are lost. Blender indicates an unsaved texture in the UV-Editor with an asterisk at the Image Menu Item.
Another option would be to pack the image into the .blend file.
There is now a dedicate UV map node (will be in 2.71).
As already mentioned by stacker, this can be achieved with the Attribute node (ShiftA> Add node > Input > Attribute)
Retrieve attribute attached to the object or mesh. Currently UV maps and vertex color layers can be retrieved this way by their names, with ...
As of Blender 2.8x there is a new feature called Multi-Object Editing, means that entering edit mode now takes all selected objects into account making operations such as UV unwrapping or recalculating normals possible without manually entering edit mode on each or writing scripts.
Select all mesh objects to unwrap.
Switch into edit mode (Tab) and then ...
Follow Active Quads is indeed the best automatic preset to use in this situation, however its use is slightly nuanced, and until recently I didn't know how to properly use it myself.
Start by erasing your existing UV Map from the Properties Window > Object Data > UV Maps, so you can start afresh.
Select one random face, any four sided face will do, and ...
In the outliner look for Orphan Data. Unused images will show up there. Select and delete:
For Previous versions:
You can do that by going to Outliner, then chose to display Blender File.
Then right clicking on the image you want to remove and pressing delete.
Disable Sync Selection in the header toolbar of the UV/Image Editor.
This stops the UVs only being visible if their corresponding vertices are selected. Now, even if no vertices are selected in the 3D view the UV image editor will still show them. If you do then select some vertices in the 3D view, the equivalent UVs will be ...
Select the object and press CTRL+A in 'Object Mode'. Apply the Scale, then try to unwrap.
You can also see the fragment of Blender Guru's tutorial, where he's talking about it:
There is no shortcut for that unfortunatelly.
You may do it using pinning and repeating the scaling of the edge loops with Shift+R shortcut, although it isn't a fast method.
In Uv Editor select the corner of the UV island, press Shift+S-->Cursor to Selected. Change the pivot type to 2D Cursor. Select the bottom edge of your island and press S,Y,0 to ...
This can be done easily with some baking in Blender.
First, join your two object together with CTRL J.
Create UV map for your bake that include both objects.
Then create a new image for your texture bake, create a new material for it, and make sure it's selected, then go to the textures tab, create a new texture, and link in the image your just created to ...
Newer versions of Blender now come with a Generate UVs checkbox (that can do as the name says and provides pretty decent maps) when adding a new mesh for most of the objects. Simply access this from the F6 menu or the toolshelf. This option is only available when generating a new object. The layout is below, still not perfect but useful nonetheless ....