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7

Using UV Map If that's a NASA mars projection, chances are it's an equirectangular, ie longs -180 to 180 mapped 0 to 1 in U and lats -90 to 90 0 to 1 in V. To make it rotate around the pole to pole axis increment, ie translate (not rotate) the U coordinate. The default uv sphere UV is pretty much the equirectangular projection. Result with default UV map ...


4

I'm not sure you can get anything good with a bump map or procedurally, especially if you're supposed to make a "perfect copy", so I guess you'll have to make the mesh manually: create a cylinder, mirror it, use your picture as background to follow the shape, cut the holes profiles with the knife, extrude, add some edges with the knife to make a nice ...


3

One way to make that is by creating a special UV unwraping which will basically take every face of your model and unwrap them all on top of each other and taking the entire UV space. If you have other UV maps already, make sure to first create a new UV map in your object so you don't lose your previous UV maps: Then select the new UV Map, go to edit mode, ...


3

This is the way "object" coordinates work: it takes into account the bounding box of the object, puts the texture in a plane that goes through the origin and projects the same color value onto every face wich has the same XY (UV) coordinates, so the image can get repeated if two zones share the same XY coordinates (and maybe have different "height") in the ...


2

use the environment texture node and object coordinates , not UVs


2

The idea is to work at a given scale, so that the pattern will repeat and using a random (noise) at this scale (each cell will correspond to a random color). Now imagine the result as a grid, the idea is: For each cell we want to draw We take all the 8 cells around it And have a look if we need to draw something from these 8 cells inside the cell we want ...


2

The two essential information that you need are the world matrix and the axis / vector in local space that you're interested in. In your case the latter is pointing in the direction of the local y-axis which is equivalent to the vector: $$axis_{local\ y} = \begin{pmatrix}0.0 \\ 1.0 \\ 0.0 \end{pmatrix}$$ The world matrix contains the information how the ...


1

Missing unwrap By default image textures are mapped with UV texture coordinates. This means that , even if you don't see any input node for the Vector socket of your Image texture node, you should assume that your UV map is being used for spreading the colors around. I wild guess that you don't have UV unwrapped your mesh yet, so there are no proper UV ...


1

select your mesh press TAB to go into EDIT MODE Select EDGE SELECTION select edges to cut Press W click "Mark Seam" press A to select all press U to unwrap or in edit mode press A press U select "Smart UV project" after this apply your material or image texture


1

To do this you must unwrap the .OBJ, (wavefront). You can do this by going to Edit Mode, selecting all of the faces by hitting 'A' on the keyboard, and pressing 'U' to unwrap. Then select unwrap or smart UV unwrap in the options drop down menu you get when hitting U, and you are done with the first step. The next step is to select a texture. By the way, you ...


1

It seems like your UV mapping is off; using a similar setup and a default cube, I'm getting this result: You can also achieve what you're trying to do using vertex colors: Also see: How can vertex paint be rendered?


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