I am playing around procedural rust material in Blender and want to apply the material to my sword model so it looks rusty and old to further export it as glb or gltf this is my node setup  The required result that I am looking for  The resulted gltf export  I have tried baking the material into a texture file and then exporting still same result.
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I created a interior scene and  i don't know how to bake a texture using cycles bake.
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Why does the wire-frame material fades across the object?  Here is what I did - I created a new material and I selected on "Wire" and I made it shadeless. Then, I created a new material and assigned the new material on the on the object. However, doing it that way, it allows me to render both materials - "Wire" and "Surface". Then I get a fading result like this -    But I want all of the edges to be shown, not a fading result. How can I make that?  Here is the blend file if anybody wants to check it out -
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I am trying to render a kitchen sink / Faucet    Here is another reference image of what I want   What I have got so far is this   Settings for World:  I have used an environment map HDRI with 0 saturation.  Material settings:  Triad with glossy, glass anisotropic and there mix shader combinations and the new principled bsdf shader too but didn't get the required result.  Studio lights: Followed multiple youtube tutorials on setting up studio lights in blender but the results were not what I wanted.    LEAVING CYCLES :  Decided to try some other software So, Downloaded Keyshot 5 but keyshot wasn't able to produce cycles like results LoL.  Not : I have always struggled to get professional quality product rendering in cycles      So now I'm back in cycles looking for help.
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I'm new to blender (and 3D modelling) so please use dummy terms if you answer!  I have applied 3 materials one each to 3 different objects and only 1 renders the same as the material preview. I've attached a screenshot to show you what I mean. The silver material should be on the top ball and the brass material should be on the cylinder holding the ball up. I've no idea why it's not working when the copper material on the spiral wire worked. I'm using cycles render if that helps?
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I am making a tree, in which I have a texture for the central tree object or bark, and branches have a different texture.    I applied the branches on tree with particle system.  Till then the textures were fine.    Then I convert the particle system and delete the particle system.    Then ctrl+j join to the main bark texture with the branches, with the bark or central stem as parent.    Doing this, texture from my branch material disappears.    Please anyone help me out.  ASAP.!😊 Thanks
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i dont know what's it called in the CG world so here's a screenshot from payday 2 AK-47. it's really just a texture, not an actual holes and bolts.    how do you make those in blender ?
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I'm trying to make a gun for an alien space ship and I need to know how to create a dark gray metal look. I have tried mixing a Diffuse and Glossy BSDF, but it isn't quite what I am looking for. I need some light falloff to help get that "extra touch", but I don't know how to do that.
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When I apply a glossy shader to the material of my text, the text becomes just black. Why?    I have lamp and everything, but the problem persists. The text is red before I add the glossy shader.  I'm using Cycles render.   Thanks!
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I looked everywhere from tutorials to documents and either they only talk about texturing or they are doing the tutorial in 'blender render' when I need it in 'cycles render'.   I have a cube that is toon shaded red. And as you can see it is unwrapped to show the map.    Now I would like to add the color that's on the cube onto the map.   As you can see at the bottom of the image that I created a new image called 'untitled'. Now the next step of baking the colors onto the map is where I become lost. Regardless of which 'Bake Type' that I used, I keep getting error messages like: No valid selected objects.  Everything looks selected to me. No, I am not new to Blender but I am new to color baking. Thank you for any help provided; I used a simple cube first before using other models I already created.
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I have a sphere having a planet material MADE WITH NODES, and I want to convert this material into an image texture; because this material is made with nodes and only works in Blender, but I want to use in another software. This is my sphere material :   For Example : This is Jupiter :  And this is the texture :  In this case I used a downloaded image for Jupiter to be the material but I want the opposite, I want to change the material to image texture Like The shape of Jupiter texture. Is there anyway in Blender that can achieve my goal ? This is the file with my sphere material .  Textures Needed :  Albedo / Color / Diffuse Normal Map Roughness Glossines  I am using normal nodes and I am not useing the new Principled-shader
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I followed  to create a soccer ball.  Now I want to texture it in a way that every pentagon has an image inside itself and the exagons are white, but I also want everything to be a little glossy. I managed to successfully UV Map the ball and paint the texture in photoshop but now I am having big problems in applying the texture material to the mesh.    I've created a new material in Blender Render mode with Diffuse and the texture applied to it. I also set the Texture mapping to UV. I've gone in edit mode, selected all the mesh and applied the material. Unfortunately in Texture View Mode I see just a white ball and while rendering I see everything's black.      If I try to do this in Cycles Render and use a Mix Shader with the FAC set to the texture image I get what I want in the Texture View Mode but while rendering I just see everything black and white of my colored images.        I hope I've been clear enough and that someone will help me in this easy/difficult task! Thank you in advance
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Although I do have limited experience with 3D modeling, I'm very new (about 10 days) to using Blender 2.8  I learned how to export character models from Overwatch and import them into Blender. So far so good; I can see the mesh, the UV map, the rendering pipeline, and so-forth. I would like to export the mesh to an OBJ file or an STL file for my 3D printer's slicer to work with. However I realized that a lot of the fine details were missing. That lead me down a long dark tunnel of normal (bump) mapping, rendering, and displacement maps that left me more confused than before.  Below three images are attached. You can see that the exported OBJ is identical to the original object mesh. However the rendered image has a normal map applied that provides more detail around the muzzle of the blaster.  My question is this: Does Blender (or any other 3D editing program) have the ability to export an OBJ after applying the the normal map so that the fine details are captured for printing?   UPDATE: I attempted to apply the existing normal map as a displacement per @Duarte's suggestion below. The only effect was to completely distort the model. Fourth image below shows the result.  Object mesh:   Rendered model:   Exported OBJ file:   Normal map applied as displacement modifier:
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I'm pretty new to blender and used it to model a castle and print it. Now I want to extend the model by textures and render it, but even when I render it with basic material i get some strange output.  Does somebody know my error? I already corrected the normals and they look fine.
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So I modeled this sword and all the parts were separate meshes. I used a mirror modifier when I was modeling and then I applied the modifier when I was done to make the parts into solid meshes. Put a UV map on everything and it all looked good in Blender.  Then I put it into Unity and I got what you see in the picture. Part of the sword is inversed. Oddly, the inversed part actually maintains the proper silhouette. It maintains the correct shape, but then is shaded like the front half is missing.  Does anyone have an idea of what's going on and how to fix it?  Thanks, James
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Is there a way to export GLTF or do I need a plugin or something? Thanks!  Benjamin
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I want to export my objects to unity, but in blender I`m using Eevee engine. However the light in rendered more and material preview mode is completely different, which impacts the colors of objects. Which one can i trust to see the true final colors of the objects so that they will be the same when i export them to unity?
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So i am trying to texture my mesh with cycles render and im wondering why does my mesh look better on render view than in material view with the textures? In material view it is so mutch lighter. Is there a way to fix it? or is there anything to fix it and its just like it is?  Also tips and tricks for texturing is appreciated  Here is an image: