Texturing
Let's go :
- So, I select an id (here, the side), i put a uvwmap on it.
- Then, I created , on my sub object mat, a composed object on the diffuse
slot


- The id 1 it's the base, the background color of the part, i use the
first channel for id (bitmap and mapping). You have to keep tiling here
- N.B: the background texture is without any sponsors.
- The"Ferrari" logo is on other texture:

- In the second Composed slot, put the logo's texture, change the id
of bitmap and uvwmap, disbled tiling. Now,you'll be able to deform the
mapping (UNscale) and to place the tex where you want.
For the render, you 'll have good result, the logo on the background
tex.
Here, you can use another technique, but I prefer to show you this one,
it's more interesting when you have to put a texture on top and side with
some text because you can use two different uvwmap (planar and cylindrical)
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