i wanna make a house but the texture i want for inside dont match outside placed ones, how to i retexture the walls so i can have a new wallpaper in a sense
Assuming you have a wall with thickness, like a cube you can assign the inside triangles a different material. You can do this in the modeling mode-> attributes menu-> edit materials.
1 add a new material slot
2 assign materials to the different slots so you can see the results
3 select the triangles you want to assign a new material to
4 select which material you want to assign
5 click on assign active material
6 click accept
Hello @endofthehall ! I actually just wrote a Forum question about material slots like this! Even though the modeling tools allow us to add material slots to meshes, should I avoid slots and start baking all of my textures to UV maps instead, to save draw calls? I really like material slots, and I would prefer to keep them as a part of my workflow/artstyle. I’m working on a materials tutorial where I was going to mention Material Edit. Should tell viewers avoid adding material slots, since each slot adds a draw call? How expensive is it to use 2-3 material slots per mesh? Should I bake all of my textures to UV maps instead?**
There is going to be a tradeoff for either solution. Creating custom texture maps for each object will also have an impact on project size and memory in addition to extra time in the creation process.
uv maps
Makes sense! Thanks for the advice, @endofthehall .
One way I’ve been “faking” material slots is to create multi-purpose textures with sections that I can zoom in on for different looks. Using UV Unwrap by Polygroup and Transform UVs, I can choose which section of texture to show/hide. For example I created this material for trim like wall molding or dishware edges. Texture sections accomplish a similar goal to UV maps but they’re not tied down to any one particular mesh and can be tweaked on the fly. An idea I had a long time ago that I’ve been meaning to revisit. “Transform UVs” is so fun