Okay, I'm trying to bake the coloured materials I've added to my model. But whenever I go to the Render tab > Bake > and select any of the options, I get an error at the top saying 'No active UV layer found in the object'. Well... Of course not. I've added materials, not textures. I've not had to do any UV unwrapping. What am I missing? What do I need to do to bake coloured materials?  Thanks
24706
I created a interior scene and  i don't know how to bake a texture using cycles bake.
61454
I want to bake some displacement maps for Unity Engine. I want to use Cycles renderer. I have read that it's only available in Experimental version of Cycles, but when I changed Cycles to Experimental version there isn't baking type for Displacement map, there are UV, Normals, Shadows etc. but there isn't any Displacement/Depth map choice. I have Blender 2.78a (2016-10-24) downloaded yesterday. Where can I find this option or how can I enable it?
26844
So I have a giant object that is completely uv unwrapped. I would like to make areas of the object with a specific area of texture emit light.   The problem is that this object (and it is only one object) only has one material. I would like the lava to emit light, but I cannot move it to a separate material without breaking something.  I'd like to find a method where I can select a part of the texture and tell blender that whatever has that part of the texture emits light.  Is this possible?  Thanks.
30872
I'm following  and I've set my compositor up in the exact same way as he did, except my background is like a slightly light grey and I don't know why.  In his video's he's getting a bright white as his background and I can't see where I'm going wrong.  Here's the render:   Here's the compositor window:    file.  Please help! I really want to know why it's not happening.
62972
I followed a microdisplacements tutorial on Blender Guru and I was able to create a texture fine. Here is a picture.  And then I turned on Adaptive subdivision. Here is a picture of what happened.  I know that this question has been asked before but I am using blender 2.79 so it should be fixed, right? Please let me know you ideas. Thanks
101031
If there are multiple objects with different materials that have been combined into one object, UV unwrapped together and texture baked, the result is glitchy at best. Here is my process:   I start out with everything as a single material with a single UV map and multiple materials. There are three separate pieces in the combined mesh:      I create a new material, a new 4096x4096 image, and a new UV map (through smart projection) that doesn't overlap. I select the image, the new material, the new UV map. Every piece of magic I can think of since I don't know exactly how the bake knows what to bake where:      I click bake, with the sample size set to 256. Nothing is baked to the image I created and selected:      Some stuff baked, but not all of it, and what little was baked was baked to two new images it created:     I don't know what's going on here.
7650
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.
76217
I try to unwrap uv on first ever 3d model i made in blender which is Baymax., then that message shows up in upper right corner of screen. The uv map looks so grotesque. I already tried remove double but nothing changed.  Help me pls.  Thanks.  Im noob at blender btw.
98777
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
122263
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?
19112
Whenever I download Nintendo models I come across this texture with the black. I can't transparent it, but how do I use this for stuff in Blender Render mode? If it's possible can you tell me what I do with these kind of textures?
52934
I'm trying to apply the logo onto the glossy part and cycles render ignores the transparency and just makes it black.     I've tried both png and tga using the multiple builds of blender. And it looks weird in texture mode even though the uv map shows transparency.
24704
I have tried to map this simple object, but the uv mapping does not correspond to what i see in the textured object. It cuts the image a bit on top and a bit on the bottom of the faces. It does not fill the faces with the texture, even though i have mapped them correctly. Does anyone know what could be happening? Thanks in advance.
91452
Hello to anyone who come here and help out or read. I have an issue with the uv editor, I have been trying to make an proper eye. The issue is that I can't figure out how to scale this correctly.    Is there anything I can do to make the eye colors or texture?
105502
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.
8824
How can I draw (not bake) normal map over my model, like a texture in texture paint mode? Render cycles.  Thank you in advance!
20068
I have added a texture to a cube in the UV editor and it shows up fine in textured view  But when I render it there is no texture  What have I done wrong?