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UV Textures Across Multiple Objects

18

Very hand youtube video tutorial from the Films By Kris website. Which demonstrates how to take a UV Texture and have it mapped across multiple separate object in Blender 2.5. I have seen a lot of people ask this question. So I nice clear and to the point video tutorial like this one will come in handy.

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

18 Comments

  1. Wouldn't the initial way work if you had duplicated the cubes in edit mode instead of object mode? Say for mapping on disimilar shapes? I noticed that in the end, you're still just mapping across a single object but in pieces.

  2. Nice tutorial and nice effect, thank you.

    Thomas Eldredge, "seperate loose parts" was in 2.49, and if I remember correctly, also before that for quite some time.

  3. So basically: join objects, unwrap them, separate them.

    A tip: if you have more complex objects with multiple loose parts per object (say Suzanne, who consist of the head and two eyes) using vertex groups to group the objects before merging/joining will make a better alternative when it comes to separating them again. Of course, that may be unnecessarily if the objects' meshes doesn't overlap and complete selections aren't a problem.

  4. long tutorial, lots of wasted time at the begining,
    keep them short and sweet and to the point, only the essential info,
    the first try you did was a waste of time and info, just show what works, time is money..

    I only make it 1/2 way though and turned it off, 7 minutes wasted.

  5. bsimons - I disagree

    It's not super short, but it's hardly bloated. And knowing the journey can be just as important as the destination - in this case we can follow the thought process, as well as what went wrong and why. Lots of tutorials do the 'How', but nowhere near as many do the 'Why' as well.

    As for your 'time is money' snark - you're watching a free tutorial ffs. Think about how long it took for him to learn, create, record, upload etc, and he's not getting paid for it. Yet you have the gall to say 'time is money', you don't watch the whole thing, but you THEN spend said time (which was so precious before that you couldn't find an extra 5 or 6 minutes) criticising it?

    Get over yourself.

  6. If you just want to make a pannel of UV mapped cubes like the one shown as an example, you can use an other method :

    1- Create a plane with the wanted proportions.
    2- Subdivide it as you want (as many faces as needed)
    3- In edit/faces mode, extrude all faces in the direction of the camera.
    5- In side view, delete all original faces and vertices. Now, you have separated faces.
    6- Extrude all the face backward to get cubes.
    7- UV Map in front view.
    8- Separate loose parts.
    That's all.

  7. Michael Grosberg on

    This is really sad.

    What's sad is that in other 3D applications such as 3ds max, this is the simplest thing imaginable. You have a UV-projecting modifier that you can edit or manipulate visually.
    You apply the same modifier across a number of objects at once, click the "fit" button to make it the same size as the selection, and that's it.

    Blender has a modifier system, it's a pity it doesn't have a decent UV modifier with an in-viewport editable manipulator.

  8. @Wahooney: Thank you for that utterly despicable, shameless plug. :P I have been looking for something like that. Will save me a lot of time. Thanks.

  9. Was a fun thing to see, learned things, didn't mind the 7 minutes you seemed to rob somebody else of, I must have picked those up like a lighter or something. because I got something. anyway

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