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Now let's take a look at how to apply bitmap images to an object and this is very similar to creating materials from scratch and positioning those materials as well. So let's go ahead and do a very similar type of operation here. I'm going to create a simple box and we're going to apply material to it. So before what we did was we created the material and then applied it to the box and then adjusted how the material was mapped to the box.
We can do this almost in the opposite order by importing the image itself. So if we do File>Import we can actually import image files. So, for example, if I go into Targa File you notice I have that WoodCrate texture that we worked with before. So if I select that I can Use this as an image, as a texture, or as a Matched Photo. In this case, we want to Use this as a texture, so make sure you have that click, and just hit Open.
When I do that what happens is the texture comes in as an image and I can pin that image to any face in the scene. So what I want to do is select this and drop it down so it fits the endpoint here. So when I click on that it blocks that to the endpoint, and then I can drag this up; if I want I can drag it over, I can drag it to each end or whatever. I'm going to drag it so that it locks here on the face.
And once it does that it's automatically created my material. So if I go into my Materials window here you'll notice I have a WoodCrate material. Now if I want I can go, I can edit that, it's already created a name for this and that's just the name of the Targa File. Now if I want I can go in and further refine this, all I have to do is select the face, right-click over this and Position my texture as well, and then I can just corner pin this just the same way that I've done before.
So as you can see this is almost exactly the same process we did before, but in reverse, and some people like doing materials this way, because it seems like it's more direct, they can take a picture and just stick it onto an object rather than going through the process of creating the material first. So in some ways it's kind of six of one and half a dozen of the other, whatever workflow speaks best to you is what you should use, but go ahead and practice this and understand how it works.
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