I created a model and textured it using nodes. I'd like to export it to any file format (that UE4 can import) in order to send it to a friend to use in Unreal Engine 4. I am aware that none of the non .blend files support the node-texturing. Is there a solution to this? there are multiple different objects with different textures/materials part of the same model. I heard about baking but none of the tutorials about it are clear especially with multiple objects with multiple textures/nodes/materials. any help is appreciated, thanks
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I have been experiencing an issue that once I have a material created and looking the way I want it, I cannot seem to export it correctly with the textures mixed.  I don't know the correct words to use, but in blender I have the material created using the nodes editor, and I have placed two textures inside of there (one for the rock texture and one for moss, my object is a rock). When I export this model and import to Unity (the game engine I am using), I find a materials folder but the material inside of it does not have the textures assigned, it's just a plain white material?  How can I export my material from blender in a way that it will allow me to import it WITH TEXTURES into Unity?
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I am creating models in Blender for a game in Unreal Engine 4.  What output file format is the best and I can use for this for commercial purposes?
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So I came across some difficulties with the &quot;Mix shader&quot; node in cycles. I have 3 textures on a label: gold, paper and rough black letters.  How can I mix these effects? I can make 2 textures work together, but not the 3rd one. Here's the node graph.  Here's the reference.
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Okay, so I've seen the other answers to this here in Blender Exchange. However, as far as I can figure out those textures were not saved when created in texture paint mode. I added an external texture to my object:   ...then I switched to texture paint mode and the texture changes to a complete black texture:   However if I switch back the texture while in texture paint mode it still keeps my object black:     Is this a lighting problem? Or am I not importing the external image correctly? I have tried packing/saving the image after importing it and putting it on my UV Map and then switching to texture paint mode, but it still occurs.
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I am ready to render my animation but it seems i have a problem with my texture of the object i animated.  In the image u can see that the object is transparent and I can look trough it. So what is the problem here?   This is the node setup.    Thank you for your help!
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How do I properly connect the SSS texture in a Blender 2.8 using nodes? Blender 2.8 Without and with the SSS texture:
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I am seeking possibility to switch character textures for game, even after I have compiled and built the binary.  For example I have a troll with a Sprite from "/assets/texture1.png"  Now after the game has been released, I can change this sprite.  Currently I have found this method  func _ready():     var texture = load("res://textures/troll1.png")     sprite.texture = texture   But after the export, when I change the troll1.png, the texture in the game remains the same.
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I have a model, with a node setup that includes a texture. The problem is that the texture isn't showing. How it should look (the little spot distortions are visible):  How it looks:  My node setup Node Setup  The file can be downloaded here:
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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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Is it possible to control the shading via a node in the compositor? I would like to generate two output images, one which has material shading and one without any shading - just the colors from the texture.   So far I only found how to control this option with the UI (of course) and with Python, but with these methods I have to render the image twice, which is somehow an overhead.
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I am new to Blender. I downloaded a .obj file of a plant model. When I unzipped it I found two files (.obj and .mtl).  I imported the .obj file and I couldn't do the same with the .mtl to apply the material and the textures.
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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 was working on a tower and painted my own texture for it. I saved halfway though and took a break. When I returned to my little project, I could paint on the image and it shows up in the material view but not the render. I did everything in my power but still couldn't understand why?  I have used:   Nodes, including mapping and insert UV coordinates. Unwrap UVs Used lights Deleted and replace nodes Deleted and replace Mat Removed image and replace it Reload image Painted on mesh   Even though use blender, I am not a programmer. So I find it really helpful if someone could give me an answer.
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How can I make an object show up on different layers without having to copy it? E.g. I have an object animated and I want it to show up on multiple layers.
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All the tutorials I've found so far on adding texture refer to UV-unwrap the mesh, then using an image/jpg. I noticed other things like "clouds" etc. in the object's Texture Properties panel.   I've played with making these textures but cannot find how to apply them to a surface or material.
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I was following a  on how to use the Texture Paint feature on blender so I could paint on a terrain I am modeling. I was successful to paint the whole terrain with beautiful, exuberant vegetation, and crystalline water running through the valley.  So I saved my file, and I went to sleep. But now I've reopened the file and everything seems like I left it yesterday, except that I can see no texture in the terrain... The weird thing is that the textures i used are still there... I don't understand, I barely understand the interface, please help. I'm not even sure if the texture is there or if it was never "saved" or something...     I am now going through the second part of the tutorial for possible answers but I (and hopefully many more) will be grateful for your help.
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I exported a .fbx file to Unity 3D, but it retained none of the applied textures.  Is there a way to create a textured model in Blender and export it into Unity while retaining the textures, without having to export my UV layout and retexture it again within Unity?