Alright! I really wanna learn how to bake textures. I have a weapon model which uses 30 textures its a single model but those 30 textures covers different parts of the weapon. I am a game modder and I am converting a weapon which uses 30 textures I watched videos on youtube but it didn't helped me at all. If someone can tell me how to bake 30 textures to single uv map that would be a lot of help.
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Using:  Blender V2.79 Cycles Render Engine  After creating a complex interior scene consisting of 3 different texture types, each having 3 associated maps (Diffuse, Gloss, Normal) I noticed the texture and baking options will not successfully combine to create a texture for the exported mesh once I bring it into Unity 3D. The mesh is a single object with the different textures assigned to specified faces.  I've played around with a default cube mesh for testing purposes, using the same 3 textures split among the 6 sides, but have only been able to successfully pull over the color info by baking a diffuse map to my UV and saving the image. When using the other baking options, Blender does not successfully create a map for either my Glossy textures, nor my normal map. Even using the "Combined" baking option, I am provided a flat dull diffuse image for my mesh, no gloss or normal info is saved.  My Node process for textures is displayed here  Here is the result of baking my textures as a Normal  The result of adding other textures made from Blender's baking, results in flat gloss at best.  What can I do differently in Blender, to have my assigned UV Diffuse, Normal, and Gloss maps all appear in a single object in Unity?
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I'm noticing a significant difference between when my objects are observable in the 3D View and when the objects are rendered.  Both objects have a material with toon settings and each have materials (incorrectly?) added to the object. the human mesh has separate textures for the head and body. The sword and the human mesh both have mapping > coordinate set to UV and Mapping > Map set to UVMap, however only the head texture seems to show up properly, and the sword texture doesn't show up at all.
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All of the most powerful texturing applications require a color ID map (Substance Designer, Substance Painter, Quixel DDO). I've been using a Maya plugin called Nightshade Blockout to export color maps for use in these programs. Nightshade may be one of the most-used plugins for texture artists abroad, simply because it's referred and linked by those giants.      I would hope it's as simple as assigning a material color and baking the texture, but it's safe to assume such a map wouldn't come with edge padding (extending the boundaries of each color island by a certain number of pixels, to hide seams during the texturing process).   If there is a Blender workflow/plugin for this, I would love to know about it!  Thanks for reading,  Allen
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So, as a newbie relatively new to blender, I started doing some texture mapping (blender internal Render). I created a texture for the main object and a couple of transparent decals to decorate it. (basic effects made in GIMP). Simple stuff, just to know how it works.  After unwrapping, having 2 UV maps made, creating both new material and textures, enabling UV mapping coordination I always end up with:  - all - 1 faces of the cube being covered nicely in the main texture  - 1 face covered in blank material with a decal in the middle of it  - the whole thing partly coated by a huge "stain" of a decal  So, the problem is that I can't layer textures correctly. Is there a way to have one texture covering everything and more transparent ones on top of it? I am working on a bigger project right now and having this ability would be useful
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I have learned that a Mesh with 4 Materials each 1024x1024 in Size is somewhat slower than a Mesh with 1 Material 2048x2048 in Size? In my usual workflow I tend to seperate different Materials into different Materials so an Object tends to have around 2-8 Materials. I have created more than a hundred Assets like this.  Is the performance dramatically affected by this? Is it acceptable to upload such Objects to sites like turbosquid or sell them on Unity Asset Store or will the buyer behead me after noticing?    Window Textures need to be transparent, Metal / Wood / Concrete need different smoothness settings. As far as I know Unity doesn't support Gloss maps.
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I'm still learning, but I'm trying to follow a tutorial to apply texture to a model. I only want to apply the texture to one object in the scene, so I selected it, unwrapped it, and painted over it. Now I selected it in the Edit Mode (I can't select it in the Object mode because all is locked together) and went into Node Editor, but the nodes are greyed out.  Why?
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I just created a 3D model of a barrel and UV unwarped. That thing below is the screenshot of the UV image editor.   Then I clicked new button below the UV image editors window and gave a name barrel and unchecked the alpha option, and selected blank to color fill option then clicked ok. then I changed the viewport to texture mode. I can't see the color grid texture on my object. Image below.   i am using blender 2.78n thanks in advance for any help.
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I have been looking all aver for this problem and haven't run in to what this is... Normally I mark my seems and I get a nice UVMap ready to texture but sometimes I get this and it is just kicking my butt trying to find a fix.   Sorry if someone already asked this. I just couldn't find what this is and why it only happens sometimes and what is causing this.
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I am sorry if someone already asked for this question, I wasn't able to find it anywhere..I googled lots of things and didn't satisfied my needs so I hope you can help me out :) :P. When I try to hand texture my model, some parts are being unable to be textured. I hope you understand what I mean, here is a screenshot so I can explain you.   The blue line is showing where I can't texture it as you can see it's white. I had to "Fill" to get the white color even though some places got still black as on the picture you can see black texture on the fore-end/near barrel.
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Is it possible to bake dupliverts into one mesh for the BGE? (I have a large ground landscape that I use as the parent to duplicate trees, and the BGE doesn't support most modifiers.)
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The long way I do this is:   have cycles render selected   setup the materials of a mesh   create it's UV coordinates   create a new image and assign it to the mesh   bake   change from cycles to blender render   if in cycles you were using nodes for materials setup, disable it   setup the material as shadeless   go to the textures of the object and set the baked texture   go to object data->vertex colors and add a new one if there wasn't   go to bake options change bake mode to texture and bake to vertex color and finally bake it     This takes a lot of time to do and the final vertex colors bake will always have some vertex that are colored incorrectly because the UV projection was not perfect. Is there any way to bake in cycles directly to vertex colors?
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I was trying to make a really low poly flower, basically using 2D planes and applying textures with an alpha channel (Targa, 32 bit).  However when doing the UV mapping and applying the texture as usual doesn't yield the expected results. The render either shows the image with the alpha being white, or it doesn't show anything at all (an empty/completely transparent square).  I've tried several settings, but without any results. If I drag the "alpha" down to 0, it makes the whole texture transparent which is not what I want. I've tried selecting Z transparency, and also Mask, but nothing. Is there something I'm missing? It'd be nice to know the basic workflow to get it to work.
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I want to make some cool items for Dota 2 and I'm reading a guide. There are some tips about baking  etc. but I can't use them, because I don't even know what baking means. Can somebody explain this, please?  Thanks for all answers.
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I'm attempting to make a texture for a model i've been working on, so i've been trying to get a decent UV map, However whenever I do it usually ends up either very distorted or a lot of unrecognizable pieces or several different UV maps. What are some easier ways of unwrapping/UV Mapping?
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I can't seem to get these particular faces to take the UV Mapping. I selected the entire object, entered edit mode, hit U>Unwrap.   The rest of the mesh takes the uv wrapping, but not those faces for some reason.    It looks normal in solid mode.     Does anyone know what could be causing this?
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I’m running into a UV map error (or at least it’s not behaving as I expected it would). I have a simple plane with 4 points and I’ve set up the uv to a sqaure texture (images below). I would expect the texture to be applied evenly, following the trapezoid shape of the plane, and instead it’s sort of bending along the middle. I’ve tried applying visual and object transforms, but that hasn’t changed anything. I've also tried subdividing and triangulating the faces, only for it to continue to bend the texture in a way I wouldn't expect. Does anyone know if this is how it’s supposed to be behaving or maybe I have a setting wrong? Thanks!  ^ UV map for the plane, snapped to pixels  ^ how the plane is appearing
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So I want to texture clothing for example that I created using the mirror modifier. But I want the 2 sides of the clothing piece to have individual designs for instance but it is not possible since the original and the mirrored surfaces use the same UV-coordinates. How can I change that?