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UV mapping multiple textures - Printable Version +- Wings 3D Development Forum (https://www.wings3d.com/forum) +-- Forum: Wings 3D (https://www.wings3d.com/forum/forumdisplay.php?fid=1) +--- Forum: Interface & Usage (https://www.wings3d.com/forum/forumdisplay.php?fid=3) +--- Thread: UV mapping multiple textures (/showthread.php?tid=3224) |
UV mapping multiple textures - krisk78 - 08-06-2026 Hello, I'm probably missing something despite reading the available documentation, but I can't figure out the correct workflow for using multiple textures with different scaling and tiling. It seems that AutoUV only works with a single texture resource. I also can't find any way to define texture scale or tiling when using regular materials without AutoUV. What I'm trying to achieve is something like this:
With AutoUV, if I change the texture image, it appears to affect all UV-mapped faces because there seems to be only a single AutoUV texture associated with the object. If I switch those faces back to their original materials, I lose the desired texture scale (for example, tiles that should be about 0.3 × 0.3 m become about 3 × 3 m). Am I misunderstanding how AutoUV is intended to work? Is there a recommended workflow in Wings 3D for using multiple textures on the same object, each with its own UV scaling and tiling? Thanks! RE: UV mapping multiple textures - micheus - 08-09-2026 Hi krisk78 I'm away from my PC, so I cannot help much by now. But, this sounds strange: Quote:I also can't find any way to define texture scale or tiling when using regular materials without AutoUV.The AutoUV editor is used to set the UV mapping information to the selected mesh. This "without AutoUV" means what exactly? We can assign any material to a mesh. If that material has a base colour texture and the mesh is UV mapped, you are going to see that texture applied to the mesh. If not, that texture will mean nothing for it and it will not be shown. Without an screenshot or more details about your materials, meshes it's complicated to evaluate and suggest something. I may spend time talking about something that is not what you really want/need to know. Usually we have a UV mapping group (islands) for one texture space [0..1,0..1] (tile). It seems you have "broken" the objects mesh in three parts (groups). But, I don't want to go further without knowing what you have in mind. |