I have an object with multiple materials. All these materials have their own textures and their UV maps overlaps. How can I bake without editing textures and not overlapping textures?
43251
I have a finished model where the UV maps overlap - lots of wood that isn't detailed to be particular to the model.    I'd like to re-map the texture so that specific details can be added. I'd like to rebuild the UV map into non-overlapping islands, without losing the current texture application, and preferably without manually pulling apart the islands.  Is this possible?
5697
The title says it all but i'll give further details. I have a 3D mesh on which I have already applied some textures, but i didn't care about uv mapping it the proper way. The problem is I figured out I must care about that now but I don't wanna retexture it from scratch. Is there a way to remap the UV while keeping the texture intact in its place?
40665
I have a surface with particles. But I don't want to see the original object in the render. How to fix it?   Transparency, other collection / scene doesn't 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!
81173
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
28984
I saw a video where the person copied a material from one object to another (Cycles).  How can I accomplish this?
3894
I am trying to model the inside of a room (brick walls, wooden floor).  I modelled it from 4 planes, put together like walls. This has problems with the edges not aligning when using displacement however. So I think it may be better to switch to a cube.  I find it difficult to uv-unwrap it however.  I want the roof to be slanted. But I can't figure out how to apply the texture correctly if I do, since it becomes warped, like this:    And I wanted a look something like this:    How would one go around UV-unwrapping for that?  Best way that doesn't warp the "gables" (ends of the house, hope it's the right word) is to unwrap those by themselves. Only disadvantage to this is that blender will not see to it that proportions are kept then, so bricks will not be same size on all sides.  Also if possible I would like to avoid seams at the corners.
42296
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.
116173
I have an object with a Mirror, Subsurface, and Solidify modifier.  I gave it Collision in the Physics panel, but the particle system just goes through the object. I have not baked the particles before.   I tried adding a new object without any modifiers and the collision works. Does collision of the particle can be done in original object, or any something wrong with my scene?  I just wanna to make this:      This is what is happening   And my particle setting
5183
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.
71496
Is there a way to make textures using vector graphics and use it for 3d models so that textures would be object size independent and won't get blurry?
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?
9508
I try to use two texture in the same material.This material is for a jacket, and one texture containing the default leather material texture, and the other someting like a decorative stripes. My question is, how to blend the two textures together in the same output. I tried the "Mix" node with not too much success.
3856
How do you add more than one material to a mesh?   I have tried adding two materials to the object, and then assigning one of the materials to a vertex-group, but I could not find a place to assign it.  I am making a striped bouncy ball that I want to deform, so adding a different material by separating the mesh into different objects would not be ideal.
64767
I was making a scene in blender and I wanted to change the texture from "Material_1" to "Material_2". It lets me change it but when I go to rendered view the part looks the same. can someone please help me
24706
I created a interior scene and  i don't know how to bake a texture using cycles bake.
85547
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