I am trying to bake Different materials to one texture file. I tried a few tutorials on Youtube and followed a few guides here on this forum. How ever none of them are working for me. Everytime when I try to bake it is just black. If somebody could help me I would be very pleased! I am using Blenden 2.92 but I have also tried it on 2.8 and 2.79  I have include my model at my google drive.
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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?
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I'm trying to animate a mesh with different eye textures but it's not working.     This is a texture made by me to animate but I still couldn't figure out how to do it. I've seen tutorials on the internet but they don't work to me.
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I'm still learning, but I'm trying to follow a tutorial to apply texture to a model. I only want to apply the texture to one object in the scene, so I selected it, unwrapped it, and painted over it. Now I selected it in the Edit Mode (I can't select it in the Object mode because all is locked together) and went into Node Editor, but the nodes are greyed out.  Why?
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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'm tryning to apply a Texture Image to an object, but it don't work. I unwrapped the object and created the image in the UV/Image Editor. If i try to assign any other simple materials with just color, it won't work either. In the material preview it's showing nicely. As you can see   Thanks!
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So in my graduation from blender internal to cycles, I've been experiencing numerous problems. Now please bear with me, the answer is probably obvious but I'm new so cut me some slack.  This is how the model looks like in blender internal:    Now I transfer to cycles:      And I get this result:   The textures are there in the menu bar, but they will not show up no matter what I try.
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Recently, I found this , that allows you to generate a 3D model from a 2D image.   It works very well and you can download an OBJ file. Vertex are colored and when I import it using Blender, I can't see any Vertex color.   Using Cycle (I prefer a internal solution if it exists) according to some answers I've found on Blender Stack Exchange, I patched some nodes : Attribute -> Diffuse BDSF -> Material Output.  Unfortunately, I can't get it works, the model stills black.    When I open the OBJ file, I see that color per vertex are there :  v 43.747554 107.000000 69.000000 0.470588 0.380392 0.309804 v 43.780163 115.000000 64.500000 0.427451 0.337255 0.266667 v 43.782527 107.000000 68.500000 0.470588 0.380392 0.309804 v 43.801902 115.000000 65.000000 0.427451 0.337255 0.266667 v 43.806461 107.000000 69.500000 0.470588 0.380392 0.309804 v 43.821703 115.000000 64.000000 0.427451 0.337255 0.266667 v 43.838352 108.000000 68.500000 0.466667 0.376471 0.305882 v 43.854670 106.000000 69.000000 0.482353 0.392157 0.321569 v 43.856176 108.000000 69.000000 0.466667 0.376471 0.305882 v 43.873876 106.000000 69.500000 0.482353 0.392157 0.321569 v 43.888855 110.000000 68.000000 0.466667 0.376471 0.305882 v 43.891471 109.000000 68.000000 0.466667 0.376471 0.305882 v 43.892733 110.000000 67.500000 0.466667 0.376471 0.305882 v 43.895170 108.000000 68.000000 0.466667 0.376471 0.305882 v 43.900904 109.000000 68.500000 0.466667 0.376471 0.305882 v 43.907584 107.000000 68.000000 0.470588 0.380392 0.309804 v 43.917898 115.000000 65.500000 0.427451 0.337255 0.266667 v 43.925000 111.000000 67.500000 0.454902 0.364706 0.294118   According to some answers here, Blender import more easily the vertex color of a PLY file so I tried to convert to PLY with two different sites :   1. meshconvert .com : Give me a 3.5 Mo file  2. greentoken.de/onlineconv : Give me a 2.3 Mo file  (Of course, if you know some other sites I could try, it interest me)  I guess that color data are lost with greentoken (not sure).   When I import the 3.5 Mo PLY file in blender, I need to be in textured display mode, then I think I see my vertex color value but in black &amp; white instead of RGB, that is weird. Anyway, I can't get it work  EDIT 1 : I opened PLY files and color vertex aren't there... I need to find a better converter   EDIT 2 : I tried www.ofoct.com/3d-model-file-for-3d-printer-converter it doens't take vertex color into account. In fact, in each PLY files I converted with the various sites here, there is a common line :      comment Created by Open Asset Import Library -    (v3.2.0)   (the version varies)  EDIT 3 : In fact it seems that model converted by Green token, keep the vertex color. That is weird because that's the smallest file :   ply format ascii 1.0 comment Created by Open Asset Import Library - http://assimp.sf.net (v3.1.187496374) element vertex 29793 property float x property float y property float z property float nx property float ny property float nz element face 59582 property list uint uint vertex_index end_header 82 103 6.37528 0.40963 0.0331735 0.911648 82 102 6.57043 0.272087 0.235193 0.933088 82.6603 103 6.5 -0.14071 0.043367 0.9891 82 103.935 6.5 0.201161 -0.136681 0.969976 81.5475 103 7 0.825371 0.0489484 0.562465 83 102 6.62244 -0.248588 0.147929 0.957247 83 103 6.56417 -0.411487 -0.0867124 0.907281 81.5819 104 7 0.787841 -0.0338904 0.614946 82 105 6.63886 0.0715144 -0.131383 0.988749 83 104 6.77321 -0.431167 -0.171652 0.885794 83.6781 102 7 -0.470137 0.061235 0.880467 83.6327 103 7 -0.543939 -0.0905203 0.834228 83 105 6.96709 -0.445324 -0.163091 0.880391 84 103 7.23724 -0.520118 -0.141377 0.842313 84 104 7.47775 -0.546517 -0.195833 0.814229 84 102 7.16782 -0.416323 -0.021798 0.908955 83.3508 101 7 -0.314426 0.156435 0.936304 84 101 7.22581 -0.280388 0.0301462 0.959413 84.9009 101 7.5 -0.339848 -0.0219793 0.940223 84.6939 102 7.5 -0.435242 -0.0925323 0.895546   As you can see, nx, ny and nz correspond to RGB values..
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I am sorry if someone already asked for this question, I wasn't able to find it anywhere..I googled lots of things and didn't satisfied my needs so I hope you can help me out :) :P. When I try to hand texture my model, some parts are being unable to be textured. I hope you understand what I mean, here is a screenshot so I can explain you.   The blue line is showing where I can't texture it as you can see it's white. I had to "Fill" to get the white color even though some places got still black as on the picture you can see black texture on the fore-end/near barrel.
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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.
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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?
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I don't know why but now, when i go in material preview or rendered (in solid mode it works fine), my object is entirely gray, or invisible idk, because it has the same color of the background. I've been working for days on this project without having this issue, it suddenly showed up. I tried opening other old projects and suddenly they all do the same so i guess it is some blender program setting that applies for all the projects, but idk how it happened cuz i didn't change anything :/, anyone got any tips?
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I am struggling to understand perhaps a very simple concept in Blender. There are materials which might have some diffuse coloring and a texture image, and there are also UV maps with their own images. Both can be applied to meshes or faces, but it seems that if a face has UV map then the material's texture is ignored and an image for UV map is picked.   If so, what is the use for a texture in a material if it is replaced by UV map's image?   EDIT: I've added some images to clarify the issue I have.   Case 1: a basic plane with material which has a texture, and no UV map. Diffuse color is applied, but material's texture is not.   Case 2: like above, but with reduced intensity of texture.   Case 3: Added UVmap and added image to the UVmap. Now I have texture, but not the diffuse color, and if UVmap was a different image, it would be picked regardless of texture set in the material.   So if I have UVmap image, what is the material texture for?
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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.
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I'm attempting to make a texture for a model i've been working on, so i've been trying to get a decent UV map, However whenever I do it usually ends up either very distorted or a lot of unrecognizable pieces or several different UV maps. What are some easier ways of unwrapping/UV Mapping?
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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 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
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Ok so i am a bit of a noob in blender, so I need help with this.  I am trying to texture something, but there is no texture button where there should be, because the blender edge window cuts it off here's a picture