This is what my baked AO texture looks like (not in all places -- for most faces it looks fine):    What is the cause of this?  What can I do to resolve it?  I do not have any overlapping UVs and my mesh is manifold.  Here is the mesh if you would like to take a look:   Thank you all for your help!
2469
I was following  on creating a watch and noticed that when I rendered the watch, some pieces were messed up.  I'm new to 3D modeling and I've just learned Blender, I can't explain it well, so here's a picture:    Other examples:     I don't know if it's a problem with my World texture, the object, or the object's texture/material, so I can't even guess how to fix it. What causes this? Is it possible to fix it?
79160
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:
120552
So I was messing with Subsurf modifier to create a certain sword and then some weird artifacts began to appear (cape-like). I've tried adjusting the Crease, but couldn't achive what I wanted. Basicly, what I whant is the as on the screens, but wo any artifacts :)   Also, here's the .blend file, cause I assume I didn't make myselt 100% clear.
98257
I am making an animation with a green background. When a lamp shines on my mesh, the background somehow makes the lamp shine on my mesh green as if the lamp was shining on it through green glass. How do I make this not happen? My mesh is opaque, has a diffuse BSDF, and is white. Thanks in advance.
105497
I have an error with UV mapping where it looks fine until I actually render it or throw it into a program that renders it. I'm not sure what the issue is because I hardly ever use blender.  What it should look like: (the mapped image is for testing)    What it actually renders like:
1390
While rendering a mesh with smooth shading on, I get a dark region/shadow on certain faces. The effect is more evident when smooth shading is applied to a mesh containing ngons, with the ngons turning black when rendered.   The blackening effect is visible in the viewport too.  How can I solve this problem?
90701
This is my mesh in Blender:    And this my mesh when placed in UDK:    As you can see it doesn't have the human head/chest part, parts of the hood are invisible, and it has some white lines. Why?
2764
I'm trying to unwrap a UV Sphere and I can't seem to get a perfect  projection. What process should I follow to get a perfect UV unwrap that looks like the black grid lines in this image?:
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.
118464
When I am in texture mode one of my objects looks like it is in solid mode. The model is textured like all other models in the scene, but it doesn't look like it is in texture mode.  Screenshot will explain better:      What this model looks like. What all models should look like in texture mode.
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.
98804
So I tried a few different answers that I found here, and I feel that this is possibly a duplicate question, but everything I have tried from the other solutions hasn't worked.  Basically I am trying to bake a material to a texture that will be used in Unity, but every test gives me a black background image.  In the image below, the top image texture is the mask (black and white, white being the leaves), and the bottom image texture is the colour.
82542
This is my Minecraft Animation. It is made in Blender Internal and is intended to be rendered in Blender Internal. The animation consists of me running infront of Minecraft trees. These trees are mapped with UV textures of Minecraft Leaves with alpha turned on so that the leaves are transparent in places. The Animation starts at frame 8 and ends at 40. This is not a case Z fighting.  However when I render the animation I get square alpha (sometimes black pixel) artefacts in the render. Every frame has diffrent result but still has the artefacts. This is what it looks like. The white is the alpha. Open in a new tab for closer inspection.    As I said some frames have this problem and some don't    This one has AA disabled. This makes the alpha only one pixel each. (Open in new tab to see individual pixels)   This problem does not occur in the rendered mode viewport.   Leaves' Material Settings     Leaves' Texture Settings     Edit: I decided to restrict the leaves from render and this is the result I have. Pretty ugly. Also added, glare and vector nodes just fyi.    I then decided to remove the wood as well and now this happened.    And now there's black and alpha.    Here is a link to a  showing the problem.  What is going on here! Is this blend file corrupted? Please if you know the answer or what causes this please mention this down below.  And because you asked here a stripped down version of the file:
12672
When I create a UV sphere and add the subdivision surface modifier, the following wrinkle appears.    How can I avoid it?  I've read the article  but there seems to be no clear solution.  UPDATE 1  I've used the word 'apply' in the first sentence of the initial version of this question. It's misleading since I want to preserve the modifier without 'applying' it. Rather, what I meant is 'adding' the modifier.  UPDATE 2  I followed josh sanfelici's solution, but still there is an artifact at the pole.  Here is the screen: (A rendered view with a sun lamp)    Maybe it's the limitation of the general-purpose subdivision modifier.  BTW, when the cast modifier is added after the subdivision modifier, the sphere becomes perfect (even for my original wrinkled sphere).  But since I want to edit the resulting sphere (for example, scaling X, Y, etc) while modifier is added but not applied, it's not usable.
25515
is it possible to create this kind of material with the standard textures? The Voronoi texture (set to cells) is coming close but I don’t know if it is possible to a) set the single cells apart from each other and b) to give them seperate colors.
115666
There's any way to change it directly by Python, or there's any way to set by Python what node image is the active to display in viewport (Textured) and bake?
31510
I have this model, and when I add the subdivision-modifier:    it seems to be okay, for me (I guess those bumps are there, because of the triangle faces instead of quads):    but when I add the smooth-shading I'm having this:    I think this is something really obvious -- but I just can't figure out the reason..  Thanks in advance,