UV coordinates are used to map the image texture precisely on the object.
Press U to UnwrapUnwrap them (depending on the shape you might need different a projection, in this example I used "sphere projection" but for your mesh it might be different).
UV coordinates are used to map the image texture precisely, this is not a post on the objectUV mapping).
For blender 2.8 use the shader editor.
Before you do anything else: a bit of an explanation oflet's go back the key concept: There is nothing "transparent" in an image.
What that means is that theThe alpha channel of a given image can be used as a Mask, to control the mix of color or the mix of shaders
Pay special attention to the order in which the sockets are connectedPay special attention to the order in which the sockets are connected.
ThatThe mask (alpha) on the image will to control how a shader that uses the colors of your image texture combines with another shader.
It is the same as any other shader. Use the mask to combine colors, shaders or any of the other qualities.
In newer versions of blender the Principled shader has an input for Alpha. If you plug in the alpha channel of the image directly to the alpha input of the shader, you will get a fully transparent object, except in the areas controlled by the alpha channel. In this case you don't need an additional transparent shader.









