Making of Ferrari F2003 GA by tyio
Texturing
Let's go :
- So, I select an id (here, the side), i put a uvwmap on it.
- Then, I created , on my sub object mat, a composed object on the diffuse slot


- The id 1 it's the base, the background color of the part, i use the first channel for id (bitmap and mapping). You have to keep tiling here
- N.B: the background texture is without any sponsors.
- The"Ferrari" logo is on other texture:

- In the second Composed slot, put the logo's texture, change the id of bitmap and uvwmap, disbled tiling. Now,you'll be able to deform the mapping (UNscale) and to place the tex where you want.
For the render, you 'll have good result, the logo on the background tex.
Here, you can use another technique, but I prefer to show you this one, it's more interesting when you have to put a texture on top and side with some text because you can use two different uvwmap (planar and cylindrical)