It's best not to be in perspective mode, change to Ortho by pressing 5.īecause you only have one wall selected, in the Image Editor there will only be one wall. Press the numpad 1 or 3 so that the viewport is looking directly at that wall. Seams are to unwrap something that is not flat like a ball or character.ĭeselect all with A, then select only one wall of your model. You definitely don't need seams for this mesh. To make the mesh render with this image, you need to explicitly create a material, add a texture and change the texture's type to Image, set the image, change the Mapping to UV and assign the texture to color. The image has simply been attached to the mesh's UV layer. If you try to render your mesh, there will be no image on it. You can also change it the view manually in the footer. For that to happen you have to set your 3D Viewport to Textured View by hovering the mouse inside it and pressing Alt + Z. However, it may not appear in the 3D Viewport yet. This image will be applied to the selected faces.
Now you can assign an image to your mesh by either opening a new one from the menu Image > Open, selecting an already opened image from the drop down menu or generating a new image from the menu Image > New.If this does not happen, make sure there is no render result displayed on the UV Image Editor. If your mesh has been unwrapped and there are some faces selected in the 3D Viewport, these faces' uvs should appear in the UV Image Editor.Switch to a UV Image Editor while still in Edit Mode. Also, only the Unwrap choice guarantees that faces will have the same more or less spacial layout in UV space as they have in the 3D mesh surface, seams included. Only the selected faces will be unwrapped, so make sure you have what you want unwrapped selected. If the mesh has not been unwrapped, define your seams ( Ctrl + E > Mark Seams) and unwrap it ( U). Select a mesh object and go to Edit Mode.To view an image on a 3D model, you need to do the following: Blender has a difficult texture mapping system.