Blender UV texturing a concrete road block
In the introduction part to Blender texturing we were using simple auto generated flat maps to texture the floor in a room. In this tutorial we are going to use UV Map and apply some textures to a more complex object – a concrete road block.
Here’s what will be the result of this UV Mapping tutorial:
We will create 9 different road blocks with 9 concrete textures with different sizes and forms:
Step 1. Open Blender and import a road block object
Here’s the .obj file we have used for this tutorial.
Import the model into Blender by choosing File -> Import -> .obj
Step 2. Add the texture
Next is to change the object mode in a 3D View of Blender to “Edit Mode” and choose Mesh -> UV Unwrap -> Unwrap. Choose UV/Image Editor Screen at the Bottom View in Blender to see the texture coordinates generated by the program.
You may want to fix the coordinates by dragging to the right place on the texture. Set the texture as an image background. It will be easier to place the coordinates correctly:
Step 3. Tell Blender to use UV Mapping
Per default Blender will use it’s own generated coordinates for the texture. Scroll down the settings panel to the Mapping and set Coordinates to UV and Map to your new UVMap:
Press F12 to see the result:
Step 4. Adjust the mapping
Not all textures are equally suitable for mapping onto an object right away. Some may need to be adjusted in X, Y or Z direction by either stretching the image or making it smaller.
Here’s an example of the light concrete texture with a white plaster line in the middle applied with different texture sizes along Y-axis:
To adjust the size of the image change the corresponding axis-ratio under the Mapping setting:
My object or scene is partly black
If your object, part of a model or the whole Blender scene is fully or partly black in rendering, you probably need to add a light source to it.
Go to Add -> Lamp -> Sun and place several of them in your scene.
Each light source has it’s own direction. If your object is partly black, ensure that this part of your model has a light source pointing on it.
Change the direction of some of the lights by modifying the “sun”-object rotation: