#painting multiple cubes at once! help!

7 messages · Page 1 of 1 (latest)

haughty furnace
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I have 2 issues. I like my first design (as shown in vid) but all the cubes are at the same level so they have this flickery effect. If there is a fix for that, that would be great!

I decide to go in and inset the safe by -0.1, and then make a new layer where the cubes are NOT over lapping each other, but now I can't seem to paint it with the same ease that I did the 1st time.

Please.help.me!

Thank you ❤️

jolly jackalBOT
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Welcome to the help forum!

Please make sure to read #1029373817119838218 as it may answer your question!

Once your question has been resolved, please mark the post as closed by using the </close:1163944441741049897> command.

jolly jackalBOT
# glass sand !faq z-fighting
FAQ
Blockbench: Z Fighting

Explanation: Z-fighting is a term used in situations where two planes overlap each other on the same depth plane. The visual glitching looks like the textures are fighting over which one is getting shown (hence the name).
"Fix": Offset the glitching elements from each other by a small amount. An easy way for example is to type +0.01 or +-0.01 in the position value field (top right) of the relevant axis (That trick also works for other value fields and with other math functions like * and /, just fyi.).

glass sand
#

!faq uv mapping

jolly jackalBOT
# glass sand !faq uv mapping
FAQ
Blockbench: UV Mapping

Definition

A UV map or just "UV" is the information in a model, which parts of a texture are shown on which parts of a model. UVs can overlap and hence cause several parts to use the same area on the texture.

Editing a UV Map

You can edit a UV-map trough the UV window in the top left.
Make sure to have a cube selected which you want to UV map and freely resize/move the selection box in the UV window.
You cannot resize the UV selection if you're using Box UV

What do the value fields below the UV window mean?

Per-face UV: The first two values are the x/y position (with 0/0 being in the top left
corner) of the UV map, and the last two values its width and height.
Box UV: The 2 values are the x/y position of the UV map. The size of the UV map depends on the size of the respective cube.

I don't wanna bother with any of that, just let me draw on the model!:

Select all elements (Ctrl+A) and, create a new texture and make sure to select "Template" as type.
This will create a new texture that will keep already existing texture information, but assigns each element a unique section in the texture.

haughty furnace
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so i see the problem is that i have duplicated these cubes to make the shape... so now when i paint on one cube, all of the duplicated cubes gets painted too... i didnt understand any of that stuff about uv, or how that could help? i tried creating new texture, which helped the 1st time, but not anymore! i now have 4 textures haha