From: CCTV Giant
I am trying to texture a shoe wedge. I throw up my UV map in the right window; go back to the left and select one half of the shoe from the 'side view.' It shows up in the window on the left.
That sounds like you have only unwrapped half of your shoe. You have 2 options here. Both options presuppose, that you are working on your "projectionmap" and NOT on your "sculptie" UVTexture!
option1 : (explained in our first texturizing tutorial)
http://blog.machinimatrix.org/2008/05/12/blender-surface-textures/#more-12- You FIRST select the entire object, and unwrap it in one step.
- After unwrapping, you need to separate foreground from background. This is where we sequentially select first the front, then the back and finally the inner part of the helmet.
- We move (and scale) the UV-faces in the UV-image editor so that we eventually get a good texturizable layout for the projection-texture.
option2: (explained in our secnd tutorial)
http://blog.machinimatrix.org/2008/09/01/texturizing-with-multiple-images/- You partially unwrap only the currently visible faces, thus you create several different projections: a.) adjust your view, b.) select visible faces c.) unwrap from view
- open the corresponding image (in the uv-editor) and adjust the faces to the image.
- do this repeatedly for each view, which you want to use (top,front,.back,side,bottom... as you need) One very unpleasant caveat: Do not select the same face(s) in different partial unwraps (see below).
Both options mentioned above lead to an intermediate texture, the "projectionmap". Once you got that projectionmap, the last part of the process is exactly the same, so both tutorials show exactly the same procedure (we believe, that the secnd tutorial is a bit clearer and better to follow thanks to improvements suggested from many people here

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From: CCTV Giant
After cleaning up the stray pixels and adding the missing ones (for a perfect half of the shoe) I switch to the top view to select the other half of the shoe (so I can get an inverse of the wedge to stack on top in the texture field)
This sounds like you want to work with overlapping images, so you get a texture without seams. Well, the above described processes do not work good with overlapping images. You will have to wait for our third texturizing tutorial, which will adress multilayered texturizing and blending. although i am afraid, that we will have to use the apricot-branch of blender (huh?... that's the game engine enhanced version of blender) when we want to get visual control over the process...
i hope, that helps. Maybe it is as Alisha says: watch the tutorial(s) often, use the pause-key and follow the process several times step by step. I myself do it too. It sometimes takes me several tens of trials, before i get it right. And the smallest derivation from the described processes tend to end in disaster
