In this tutorial we describe how you map a texture with UV-coordinates to a mesh with blender. We will create a simple Plane, rotate it, define a material with a texture and assign it to the plane.
The first step is to create a new blend-file and create a simple Plane (Mesh->Plane). After that we rotate this plane around the x-axis by pressing the keys R, X, 90. This is the result:
Then we define a material which we use on the plane. Therefore open the material tab and add the material:
On the texture-tab we add a texture for this new material:
Here you can see that you have to choose Image or Movie so that you can select a file from your local disk as texture. When you do this it is important to set the mapping to UV:
Now we have a material with a texture that we can assign to our mesh. Change to Edit-mode in the editor (Tab-Key) and select the plane. On the Material-tab choose Assign to assign the material to the selected plane.
The last thing we have to do is the UV-mapping. Split the view to open a second editor on the right side. Select UV-Image Editor and choose your texture, in our case it is plates1.jpg. On the first editor set your view in a way so that you look straight to your plane (Turn the view with the middle mouse button and then press Alt-Key):
Press the U-Key to unwrap and select Project from View (Bounds). Now the texture is UV-mapped to the plane and when you render the view or choose the Viewport Shading as Render or Textured you can see the texture mapped to the plane correctly.
This kind of mapping is a very simple one, UV-mapping for more complex meshes and textures will be covered in another tutorial.