![]() If I were to render this now, I would have nothing more than a white tabard, since the emblem is not over the place where the UV mapping of the tabard is. ![]() That would explain the tiling effect, wouldn't it? Change 'Tiled' to 'None.' You should now see a single decal, huddled in the lower left corner of the white space of the texture preview. Notice that the node shows Image_Mapped: Tiled. 4 shows us my progress so far.Īt this point, it's nice if you want a patterned cloth, but I just want one emblem. I scaled mine to 0.08, or 8% of its original size. ![]() The U axis controls the horizontal and V the vertical (Fig. One thing of note, is that the pixel size of your image has no bearing on its relative size in the material room, which allows you some freedom with your images' sizes (the mask need not be the same pixel size as your decal, only the same shape if you want to make your decal image larger or smaller to add more detail or lower memory usage respectively, you need to make no changes in the material room as long as the image retains its shape). There are two fields that are called 'U_Scale' and 'V_Scale, ' both are set at 1.0 by default. Now, how to scale the decal? In the advanced tab of the Material room, you see the node titled 'Image_Map_#' (where '#' is a number), and which displays a thumbnail of your decal when you hit the eye icon in the upper right corner.
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