Up until now, we have set just one UV layer whose name is, by default, UVMap (go to the Object Data window and look under the UV Maps subpanel):
The UV Maps subpanel with the UV Map coordinates layer
Actually, in Blender, it is possible to set more than one UV coordinates layer on the same object in order to mix different UV projections that can eventually also be baked into a single image map.
The names of the UV layers under the UV Maps subpanel are important, because they specify which one of the projections a material has to use for the mapping of a texture. By clicking on the + icon to the side of the UV Maps subpanel, it is possible to add a new UV layer (whose name, in this case, will be UVMap.001 by default; of course it's possible to change these names by using Ctrl + clicking on them and typing the new ones).
We are now going to add a new UV layer to the Gidiosaurus object:
The new UV coordinates layer
Now we must set the projection of the UV layer:
textures
folder and load the scales_tiles.png
image.The Cube Projection mapping
The scales_tiles.png image mapped on the model using the second UV coordinates layer
At this point, as you can see in the UV Maps subpanel, the Gidiosaurus object has 2 different UV coordinate layers, UVMap and UVMap_scales. We will use the UVMap_scales layer to map the scales image texture on the body and thereby to bake it on the first UVMap layer; this will be the one we'll use in the end for the rendering of the model. However, we'll see this in detail in the texturing and baking recipes.
Repeat the process for the Armor.
iron_tiles.png
image.As you can see, there are a few visible seams. This will be easily fixed during the texturing stage, but for the moment we are done:
The second UV coordinates layer for the Armor