Making sense of image texture mapping in Blender
Sometimes figuring out how to map an image onto an object can be
dizzying. It gets much eaiser once you get a look at your objects axis!
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Your texture image is 2D and it has a Y and X dimensions. You can
tell Blender how to project this image onto your object.
You can use this image and the default cube inside blender.
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Your object in Blender has an Axis. You can turn on the
axis view in the Object Buttons>Draw Menu.
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As I said, your object has an axis, using the default
settings. Blender will project your image texture onto the side of your
object corresponding to the X and Y of your object’s axis.
This presumes the
default FLAT mapping.
Tip: If you add an object
in blender, add it in the top view,(Numpad 7) then it will already be Z
axis up and you won't have to correct for a strange rotation.
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See how the Y and X coordinate of the image matches the Y
and X coordinates of the object’s axis.
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The Map Input window tells Blender how you want the
texture to be projected. By default, the Y coordinates of the image are
mapped to the Y coordinates of the object and so on. However, you can switch
this with the buttons in the lower left of the Map Input window. Following
are some examples.
Note: Imagine the image is projected from the side of your
objects where the X and Y axis point in the positive direction.
If the image appears flipped or mirrored, you need to make
your image axis Size negative 1 to flip your image along the appropriate
image axis. Hopefully the examples below will clear this up.
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Above: Default FLAT mapping. . Blender projects the image
perpendicular to the XY plane of the objects axis.
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Above: The X and Y coordinates of the image have been
switched. . Blender projects the image perpendicular to the YX plane of the
objects axis. Notice the image is mirrored or flipped since Positive X has
been switched to Positive Y. The projection is correct on the bottom face of
the cube and continues through the cube to the visible side. Below we will
invert the SizeX of the image to compensate since we want the visible side of
the cube to display correctly.
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Above: Notice that we have set the image SizeX value to
negative 1 to flip the image projection. See how the arrow for positive X on
the image now points negative Y along the object’s axis.
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Above: The Y coordinates of the image have been switched
to Z. Blender now projects the image perpendicular to the XZ plane of the
objects axis.
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