I think both have their plusses and minuses. A tight script can save time, and it's best if you are already well versed in the subject, but your seeing someone do something without knowing WHY they are doing it. And they often do the most important part too quickly to even catch it, even if you slow down the video or replay several times. With the un-scripted vids, you get into the head of the presenter, and a mistake the he/she makes is one that you might have made too. Now you do not have to make the mistake, or at least you will know how to fix it. These video do tend to take longer, and waste more time getting to the point though.
Very good tutorial and one I needed. I kept messing up, until it finally registered that you said adjust for my project. Once I did that, I was successful. Thank you.
I didn't even have to do the last part. Maybe because they've upgraded Blender in such a way that I was able to simply add the 2 UV maps and add texture to my rock object. Thanks SO much for this tutorial. It's a priceless and unique gem.
Good question. Usually we map an existing texture to an object surface. We try to position the texture on a face, or we use part of a texture to cover a face. This is a normal use. There will be seam lines which we tactfully hide. But for highly commercial or artistic render, you may need to customize your texture itself according to your need. Let's say you are creating a tiger model and you need accurate tiger's skin texture. You want to have no seam line. In this case, you'll probably export your UV map and give it to an artist who will create the texture as per that map. You'll then use that customized texture for the skin of your model, it will be absolutely perfect texture without any seam line (the seam lines will match with the texture boundary).
It could have been mentioned for clarity that this is not one flat mesh, but an extruded object. You can’t have two different images on each side of a face, right?
Yes, that's correct. Here we have an object with a very low thickness, but not zero thickness. A zero thickness surface or plane cannot have two sides. You are absolutely correct, and it would have helped if we could mention this point 👍
You need to apply them to a plane surface and bake that instead of this curved two-sided object. Later you can use that combined texture for a curved surface, but use a plane surface during baking. And as far as two separate materials are concerned, you can combine them into one with the help of a mix shader. This mix shader will control how the textures should appear on your plane. Maybe the left half is one texture and the right half is another texture. Now you have to only bake this single material.
Ok I admit it, I'm a newbie in Blender, I can definitely give it a try, reading what you wrote here. Thank you so much for your answer! 🙏 Do you think you could make a short video tutorial explaining this step?
@@rimys4479 Hey I am sorry, probably our time would not permit us to create a tutorial just on this subject which may not benefit many others. I apologize. However, we have covered texture baking in another tutorial th-cam.com/video/qHBz6UTZehs/w-d-xo.html And joining two materials into one is trivial. If you get stuck anywhere, send your blend file to us over email, we can surely handhold you through emails and help you solve the probs!
Yes, it is a single face, no solidify modifier. There is only one face and hence there is only one unwrap. But we tricked Blender to display two different textures depending upon whether it is the front side or the back side. This front and back is determined by the face normal. If the face normal is toward us, it is the front side. Otherwise it is the back side. Although a single face does not have a front or back, we tricked the system to do this!
@@giacomorinaldi Hey I am so sorry. I sent the previous reply assuming it to be for another tutorial. It was a completely different tutorial. My bad 😥 Indeed this was a cube, which we resized into a flat surface. But it has got a thickness. There are two faces (actually 6 but we are using only 2). We created two UV maps for these 2 faces. The objective of this tutorial is to show how to create & store multiple UV maps for a single object, in order to apply multiple textures on one object. Once again, I apologize for the previously wrong reply.
You can take a cube, increase its length and reduce its depth to bare minimum (say 0.01), then add a simple deform modifier (Twist option) along with an empty as needed for all simple deform functions. Subdivide the mesh sufficiently and use the twist angle to twist the box as appropriate. For the orientation of the empty which is a crucial part of this process, you can refer to our tutorial on bending, the same applies here as well.
Good question. The UV mapping is important when you want to use some part of the texture instead of using the entire picture. We used the entire picture in this example, so the mapping is not so important for this particular example, but we wanted to show how to use multiple UV maps when you do need UV mapping. Secondly, you said it correctly that assigning the material did not have any visible change. Here, if we just use one texture and one material, we do not need to apply the material. But if we have two different materials with two different textures, it won't show correctly if we don't apply them to the specific faces. Blender has no way to know which faces belong to which material although it may have two separate UV maps. Now, all these things may not be clear to you just by reading what I said. I suggest that you experiment with this, use different options and verify.
Can you explain how to use the Principle BSDF to add different colors to the inside face of a cube while the outside faces have different colors, not images?
Yes. Add two Principled BSDF with say white and red colors respectively. Join them with a Mix Shader. Connect the mix shader to the material output. Now add a Geometry node (from Input group under Add) and connect its Backfacing socket to the FAC input of the Mix Shader. And you're done!
@@5MinutesBlender Thank you so much for your quick response. Can you do me one more huge solid favor: explain how to bake the object to export as gltf? When I tried, one image appeared only.
Yes, it is possible. But there is no single-button-click method. We need to separate each UV map along with its corresponding faces into a separate object, and then join them back together to get a single UV map. And bake the textures (in Cycles) to get a single texture that you can export. Combining these two methods we can achieve what you requested. We'll plan for a tutorial on this, since it may be little difficult to follow from this textual description. We'll do it soon.
I'd like to learn how to copy an uv unwrapped texture or image on a surface to another surface with the same shape and dimensions within an object. Hope you can help, thanks!
Yes, it is simple if the two surfaces are from one single object. Apply the same material for both of them, and in the shader editor, assign the same UV map as input for this material. So it will use the same UV map for both the surfaces. It is possible to do this even for two different objects. You need to first copy the UV map from the 1st object to the 2nd object through Object > Link/Transfer Data > Copy UV Maps option.
I've a n0oby Question. Can we assign two different textures of different resolution? Is it possible to apply a texture of 512 over 1024? I mean what I'm worried about is... Would 1024 dedicated to a decal look oddly placed over a 1024 wall texture due to the differences in pixel density between the two? If so then what solution would you suggest to address that issue? Great tutorial BTW! Thanks.
Yes, you can apply a texture of any resolution to a proportionate surface. The actual number of pixels do not matter, only the ratio has to match. The number of pixels do not matter because Blender does not decide the number of pixels on a surface until and unless you render that scene. When you render, you select a resolution for the entire scene. One particular object will occupy one part of that scene and it will vary from frame to frame if there is a movement. So we cannot and we need not worry about the resolution or size of an object in order to apply a texture, Blender will take care of it. However, if you want to scale-up or scale-down the texture for a surface, that is doable. There is a mapping node in the shader editor that we have used. You can change the scale factors in that mapping node, and the texture will be scaled-up or scaled-down accordingly. I hope I could address your concerns.
At 5:50 in the video, you connect a UV map to an image texture. In my case, I am using Substance Painter for my 'image' textures so I am curious where to connect the UV map node. I am trying to combine the meshes and UV maps in Blender as your video explains, however Id like to place the textures only in Unity and not blender. Is this possible? To do your whole video, without ever applying a texture in Blender? I can apply different materials just fine, just not the actual image texture itself. SP exports a detail mask which blender does not support natively, so I usually only apply the textures in Unity by Create>New Material>*drag and drop textures into new unity materials*>*drag new material onto object*.
thank you for the great explanation 👍 I have one problem the viewport only display the selected slot ( material ) not poth of them how can I view them both ? 😢
Did you "apply" the materials on each side? In the edit mode, wWe need to apply each material on their respective sides, only then they actually take effect.
@@5MinutesBlender you mean assigning the material ( yeah I did that ). But the shader represent each material alone . I have to change the slot to see the back or front side of an image. I will follow the tutorial again and send back to you ( maybe I missed something!
@@magicalspell3399 Yea, please check once more. This should work even without any UV mapping. Just take the default cube. Apply two different materials on two sides of it. Once you assign the materials in edit mode, the cube should display both of them together. If that does not work, then there is a serious problem. And if that works, it should work with our example too. You can always send your blend file to us, if you can't find what is causing this issue. Our contact details are given in the About section of this channel. Thanks!
@@5MinutesBlenderI do it again on a cube like you suggested and it work . The problem was that I didn't save the uv image , you didn't mention that in the video . Small mistakes can be fatal . thank you for your effort and care ❤
Is it required to add another material for 2 UVs? I've seen others use multiple image texture nodes (with UVs on them) added and then multiplied into a single material.
Bake to texture? 🤔 When we bake textures, it converts the active material, not all materials applied to an object. So it does not change even when we have multiple UV maps and multiple materials. The active material will be baked. But I guess I did not get your question correctly 🤔🤔
True, we assigned multiple materials to different parts. But each material and each part has a separate UV map. This tutorial is about using more than one UV map for a single object. I am not sure where the gap is.
This particular model has a very low thickness, so that we can have two "sides". However, it is possible to do this even with a zero thickness object using the "backfacing" key. That is discussed in another tutorial 👉 th-cam.com/video/oSIluVR4jSI/w-d-xo.html Although we just used two different colors in that tutorial, you can create two separate materials with two different UV maps as well (technically they will still be within one single materia, distinguished by the backfacing key as shown in the tutorial).
@@5MinutesBlender thank you my mans. I was freaking loosing it because i am making a package design box no thickness because i am making the rig as simple as possible i needed it to open. So the inside was white and outside was the labels. I tried the two UVS but it would change the whole polygons uv no matter what material i set. i WILL Eventually add a solidify modifier. but damn... thanks for providing this info. I couldn't find anywhere online about one faced polygon plane with zero thickness but different uvs in both opposite faces. Thank you sensei chan
Without a UV map, we can assign the materials on the two sides, but we cannot control their positions correctly. For example, here we required to flip one image which we did in the uv. If we need to shift the image or enlarge it etc, the uv map is required. If it is not a planar surface, the need for that uv map will be even more paramount.
@@5MinutesBlender sure you can control their positions. you use two different material slots for each of the faces, assign the material slots to the correct faces and and then add a mapping and texture coordinate node to the image texture. even if you dont conncet the mapping node to the UV slot in the texture coordinate node but to the object or generated slot you can control their coordinates.
@@danieleesposito7784 Yes, that's true. But does a mapping node give us the level of flexibility that a UV map does? For simple position changes or flip, or stretch, mapping is enough. UV is beyond that point when we need to apply different parts of a texture to different parts of an object that may not be even contiguous. But I think I did get your point, the example we have discussed in the tutorial is not a good example of why we need multiple UV maps. We should have used a better example to clarify why we need it, we rather only covered how we do that. That is our mistake or an oversight.
@@5MinutesBlender i dont get what you mean by "contiguous" but what im saying is you are creating multiple UV maps for one object. when in this case it would have been sufficient to just mark your seams on the object the way they work best for your particular case and unwrap it once so that all the transforms (location, rotation and scale) of each texture can be controlled individually, thanks to the mapping and texture coordinate node.
Sorry to hear that, can you please explain what is not working or where did you get stuck? We will surely help. You can mention a timestamp from the video where you are getting a different result than what is shown in this video. Or tell us what you are trying to do and not working. It will help us to suggest you a solution. Thanks!
The text to speech blender tutorials are always immensely more useful than when someone is winging it or reading off a script
Glad to know that you liked it 💝💝
@bang zoel Discovered your comment today. Thank you so much bro for your appreciations 💝💝
Except when the text is mis-typed, and it sounds like you're listening to an insane robot.
@@Corn_Pone_Flicks yeah but it's better than "ah uhm uh.... OK so like... You want to uh.. Click here"
I think both have their plusses and minuses. A tight script can save time, and it's best if you are already well versed in the subject, but your seeing someone do something without knowing WHY they are doing it. And they often do the most important part too quickly to even catch it, even if you slow down the video or replay several times. With the un-scripted vids, you get into the head of the presenter, and a mistake the he/she makes is one that you might have made too. Now you do not have to make the mistake, or at least you will know how to fix it. These video do tend to take longer, and waste more time getting to the point though.
d best tutorial of uv mapping in blender ive ever watched...
Thank you so much bro 💝💝
You are one of the best blender teacher on TH-cam.
Thank you so much for the nice words 💝💝
Thanks, it was so confused in my mind before watching this video.
Glad it helped!
Very good tutorial and one I needed. I kept messing up, until it finally registered that you said adjust for my project. Once I did that, I was successful. Thank you.
Glad it helped! Cheers bro! 😊💝💝
thanks gajab bro
Thank you!
Exactly what I was hoping to learn. Thank you!
Glad to know that it was helpful for you!
This is Nice
Thank you!
I didn't even have to do the last part. Maybe because they've upgraded Blender in such a way that I was able to simply add the 2 UV maps and add texture to my rock object. Thanks SO much for this tutorial. It's a priceless and unique gem.
Actually what I did first, was baked my rock and then added extra texture to it... so that makes sense. Thanks so much for this once again.
@@louannephraim7406 Glad it worked! Cheers!!!
this literally saved me hours of learning man thank you.
Glad it helped you! Cheers!
I could have taken absolutely nothing from this video but the pandas still would have made it worth it
😂😂 Ha Ha... glad we got at least something common between us!
Thank you very much!!!!!
You're most welcome 💝💝
Really helped me out thanks
Glad it helped!
finally a clear double UV tutorial. thank's
Thank you 😊 Glad you like it! 💝💝
you just saved me a lot of struggle my friend
I'm glad that it helped! 😊😊
О да, наконец-то кто-то. Рассказал про это. Как я долго это искал. Спасибо мужик)
Я рад, что это помогло вам!
All gods to save us! Thanks
This was a great explanation!
Thank you so much!
Yes, I learned! Thank you!
Great! Cheers!!
Can you do one on how to bake textures
Okay, sure thing!
Thanks man this helped me a million
Glad to know that it helped 😊
This is exactly what I was looking for 😭
Wow, glad it helped! 😊💝💝
Very nice and succinct. Thanks!
Thank you so much 😊 Glad you found it useful!
Useful, thanks!
Glad you think so! 💝💝💝
The uv unwraping is wrong. You just have to select conformal not scaling it !
In which case it is required to export UV to an image editing software for adding image into the slots?
Good question. Usually we map an existing texture to an object surface. We try to position the texture on a face, or we use part of a texture to cover a face. This is a normal use. There will be seam lines which we tactfully hide. But for highly commercial or artistic render, you may need to customize your texture itself according to your need. Let's say you are creating a tiger model and you need accurate tiger's skin texture. You want to have no seam line. In this case, you'll probably export your UV map and give it to an artist who will create the texture as per that map. You'll then use that customized texture for the skin of your model, it will be absolutely perfect texture without any seam line (the seam lines will match with the texture boundary).
@@5MinutesBlender Thank you so much.
Exactly want i needed to know, explained well, thank you very much :)))))
Glad it was helpful!
Thank you so much! You saved me!
It could have been mentioned for clarity that this is not one flat mesh, but an extruded object. You can’t have two different images on each side of a face, right?
Yes, that's correct. Here we have an object with a very low thickness, but not zero thickness. A zero thickness surface or plane cannot have two sides. You are absolutely correct, and it would have helped if we could mention this point 👍
actually you can
@@Girasole4ever I will be grateful if you tell me how to do it for a plane
@@magicalspell3399 by introducing a backfacing node. Watch this cgmatter tutorial to learn more. th-cam.com/video/zgJlxyyLlwY/w-d-xo.html
How can I bake these two textures (materials) into one?
You need to apply them to a plane surface and bake that instead of this curved two-sided object. Later you can use that combined texture for a curved surface, but use a plane surface during baking. And as far as two separate materials are concerned, you can combine them into one with the help of a mix shader. This mix shader will control how the textures should appear on your plane. Maybe the left half is one texture and the right half is another texture. Now you have to only bake this single material.
Ok I admit it, I'm a newbie in Blender, I can definitely give it a try, reading what you wrote here. Thank you so much for your answer! 🙏
Do you think you could make a short video tutorial explaining this step?
@@rimys4479 Hey I am sorry, probably our time would not permit us to create a tutorial just on this subject which may not benefit many others. I apologize. However, we have covered texture baking in another tutorial th-cam.com/video/qHBz6UTZehs/w-d-xo.html And joining two materials into one is trivial. If you get stuck anywhere, send your blend file to us over email, we can surely handhold you through emails and help you solve the probs!
Hello, i dont understand one thing, you create just one unwrap ? Its a single face mesh or there is a solidify midifier
Yes, it is a single face, no solidify modifier. There is only one face and hence there is only one unwrap. But we tricked Blender to display two different textures depending upon whether it is the front side or the back side. This front and back is determined by the face normal. If the face normal is toward us, it is the front side. Otherwise it is the back side. Although a single face does not have a front or back, we tricked the system to do this!
@@5MinutesBlender i reviewed the video but you did two unwrap. Correct. ?
@@giacomorinaldi Hey I am so sorry. I sent the previous reply assuming it to be for another tutorial. It was a completely different tutorial. My bad 😥 Indeed this was a cube, which we resized into a flat surface. But it has got a thickness. There are two faces (actually 6 but we are using only 2). We created two UV maps for these 2 faces. The objective of this tutorial is to show how to create & store multiple UV maps for a single object, in order to apply multiple textures on one object. Once again, I apologize for the previously wrong reply.
@@5MinutesBlender no problem man
Please, how did you make the twisted box in the first place?
You can take a cube, increase its length and reduce its depth to bare minimum (say 0.01), then add a simple deform modifier (Twist option) along with an empty as needed for all simple deform functions. Subdivide the mesh sufficiently and use the twist angle to twist the box as appropriate. For the orientation of the empty which is a crucial part of this process, you can refer to our tutorial on bending, the same applies here as well.
So why do you need the UV Map node? it doesn't look like it changed anything, after you assigned the mat to the selection? Thanks for the tutorial.
Good question. The UV mapping is important when you want to use some part of the texture instead of using the entire picture. We used the entire picture in this example, so the mapping is not so important for this particular example, but we wanted to show how to use multiple UV maps when you do need UV mapping. Secondly, you said it correctly that assigning the material did not have any visible change. Here, if we just use one texture and one material, we do not need to apply the material. But if we have two different materials with two different textures, it won't show correctly if we don't apply them to the specific faces. Blender has no way to know which faces belong to which material although it may have two separate UV maps. Now, all these things may not be clear to you just by reading what I said. I suggest that you experiment with this, use different options and verify.
nice and very easy method you showed , great ❤
Thank you!! 💝💝
Thanks
Welcome 😊💝💝
Can you explain how to use the Principle BSDF to add different colors to the inside face of a cube while the outside faces have different colors, not images?
Yes. Add two Principled BSDF with say white and red colors respectively. Join them with a Mix Shader. Connect the mix shader to the material output. Now add a Geometry node (from Input group under Add) and connect its Backfacing socket to the FAC input of the Mix Shader. And you're done!
@@5MinutesBlender Thank you so much for your quick response. Can you do me one more huge solid favor: explain how to bake the object to export as gltf? When I tried, one image appeared only.
it will work with sphere
#
Yes, it will.
Great tutorial. Is there a way to put the 2 UV maps into one UV map (and one material) for export?
Yes, it is possible. But there is no single-button-click method. We need to separate each UV map along with its corresponding faces into a separate object, and then join them back together to get a single UV map. And bake the textures (in Cycles) to get a single texture that you can export. Combining these two methods we can achieve what you requested. We'll plan for a tutorial on this, since it may be little difficult to follow from this textual description. We'll do it soon.
I'd like to learn how to copy an uv unwrapped texture or image on a surface to another surface with the same shape and dimensions within an object. Hope you can help, thanks!
Yes, it is simple if the two surfaces are from one single object. Apply the same material for both of them, and in the shader editor, assign the same UV map as input for this material. So it will use the same UV map for both the surfaces. It is possible to do this even for two different objects. You need to first copy the UV map from the 1st object to the 2nd object through Object > Link/Transfer Data > Copy UV Maps option.
will it work with normal map?
Yes, once you have the UV map ready, you can use it for texture mapping or normal mapping etc. Same thing.
I've a n0oby Question. Can we assign two different textures of different resolution? Is it possible to apply a texture of 512 over 1024?
I mean what I'm worried about is... Would 1024 dedicated to a decal look oddly placed over a 1024 wall texture due to the differences in pixel density between the two?
If so then what solution would you suggest to address that issue?
Great tutorial BTW! Thanks.
Yes, you can apply a texture of any resolution to a proportionate surface. The actual number of pixels do not matter, only the ratio has to match. The number of pixels do not matter because Blender does not decide the number of pixels on a surface until and unless you render that scene. When you render, you select a resolution for the entire scene. One particular object will occupy one part of that scene and it will vary from frame to frame if there is a movement. So we cannot and we need not worry about the resolution or size of an object in order to apply a texture, Blender will take care of it. However, if you want to scale-up or scale-down the texture for a surface, that is doable. There is a mapping node in the shader editor that we have used. You can change the scale factors in that mapping node, and the texture will be scaled-up or scaled-down accordingly. I hope I could address your concerns.
@@5MinutesBlender Thanks a lot for responding back. Great explanation indeed!
At 5:50 in the video, you connect a UV map to an image texture. In my case, I am using Substance Painter for my 'image' textures so I am curious where to connect the UV map node. I am trying to combine the meshes and UV maps in Blender as your video explains, however Id like to place the textures only in Unity and not blender. Is this possible? To do your whole video, without ever applying a texture in Blender? I can apply different materials just fine, just not the actual image texture itself.
SP exports a detail mask which blender does not support natively, so I usually only apply the textures in Unity by Create>New Material>*drag and drop textures into new unity materials*>*drag new material onto object*.
thank you for the great explanation 👍
I have one problem the viewport only display the selected slot ( material ) not poth of them how can I view them both ? 😢
Did you "apply" the materials on each side? In the edit mode, wWe need to apply each material on their respective sides, only then they actually take effect.
@@5MinutesBlender you mean assigning the material ( yeah I did that ).
But the shader represent each material alone . I have to change the slot to see the back or front side of an image.
I will follow the tutorial again and send back to you ( maybe I missed something!
@@magicalspell3399 Yea, please check once more. This should work even without any UV mapping. Just take the default cube. Apply two different materials on two sides of it. Once you assign the materials in edit mode, the cube should display both of them together. If that does not work, then there is a serious problem. And if that works, it should work with our example too. You can always send your blend file to us, if you can't find what is causing this issue. Our contact details are given in the About section of this channel. Thanks!
@@5MinutesBlenderI do it again on a cube like you suggested and it work . The problem was that I didn't save the uv image , you didn't mention that in the video . Small mistakes can be fatal . thank you for your effort and care ❤
Is it required to add another material for 2 UVs? I've seen others use multiple image texture nodes (with UVs on them) added and then multiplied into a single material.
Yes, it can be done. We can combine multiple UVs into one single material 👍
@@5MinutesBlender ty
How to bake them now?
Bake to texture? 🤔 When we bake textures, it converts the active material, not all materials applied to an object. So it does not change even when we have multiple UV maps and multiple materials. The active material will be baked. But I guess I did not get your question correctly 🤔🤔
That's not UV maps. That's just assigning materials to different parts.
True, we assigned multiple materials to different parts. But each material and each part has a separate UV map. This tutorial is about using more than one UV map for a single object. I am not sure where the gap is.
is this a flat polygon? or does it have some thickness? I am trying to have one single face polygon with two different UV maps. idk if its possible.
This particular model has a very low thickness, so that we can have two "sides". However, it is possible to do this even with a zero thickness object using the "backfacing" key. That is discussed in another tutorial 👉 th-cam.com/video/oSIluVR4jSI/w-d-xo.html Although we just used two different colors in that tutorial, you can create two separate materials with two different UV maps as well (technically they will still be within one single materia, distinguished by the backfacing key as shown in the tutorial).
@@5MinutesBlender thank you my mans. I was freaking loosing it because i am making a package design box no thickness because i am making the rig as simple as possible i needed it to open. So the inside was white and outside was the labels. I tried the two UVS but it would change the whole polygons uv no matter what material i set. i WILL Eventually add a solidify modifier. but damn... thanks for providing this info. I couldn't find anywhere online about one faced polygon plane with zero thickness but different uvs in both opposite faces. Thank you sensei chan
there was literally no need fot the uv maps. you just assigned faces to a material
Without a UV map, we can assign the materials on the two sides, but we cannot control their positions correctly. For example, here we required to flip one image which we did in the uv. If we need to shift the image or enlarge it etc, the uv map is required. If it is not a planar surface, the need for that uv map will be even more paramount.
@@5MinutesBlender sure you can control their positions. you use two different material slots for each of the faces, assign the material slots to the correct faces and and then add a mapping and texture coordinate node to the image texture. even if you dont conncet the mapping node to the UV slot in the texture coordinate node but to the object or generated slot you can control their coordinates.
@@danieleesposito7784 Yes, that's true. But does a mapping node give us the level of flexibility that a UV map does? For simple position changes or flip, or stretch, mapping is enough. UV is beyond that point when we need to apply different parts of a texture to different parts of an object that may not be even contiguous. But I think I did get your point, the example we have discussed in the tutorial is not a good example of why we need multiple UV maps. We should have used a better example to clarify why we need it, we rather only covered how we do that. That is our mistake or an oversight.
@@5MinutesBlender i dont get what you mean by "contiguous" but what im saying is you are creating multiple UV maps for one object. when in this case it would have been sufficient to just mark your seams on the object the way they work best for your particular case and unwrap it once so that all the transforms (location, rotation and scale) of each texture can be controlled individually, thanks to the mapping and texture coordinate node.
not working, terrible tutorial btw
Sorry to hear that, can you please explain what is not working or where did you get stuck? We will surely help. You can mention a timestamp from the video where you are getting a different result than what is shown in this video. Or tell us what you are trying to do and not working. It will help us to suggest you a solution. Thanks!