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Timeline for Weird texture on surface of model

Current License: CC BY-SA 3.0

9 events
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Jan 5, 2018 at 18:15 answer added Booming timeline score: 1
Jan 5, 2018 at 16:02 comment added Craig D Jones How does it look if you simply use a generated image with the color map or the uv squares? I wonder if when you use a generic white texture if it will still show that way. The fact that the error is across the mirror just means it is in the are in the image.
Jan 5, 2018 at 13:21 comment added Mr Zak Connecting UV output socket from Texture Coordinate node can't change anything in material here by definition as texture will use selected UV map anyway. I don't have idea why assigning materials instead of texture solved it, if your problem is around selected edge loop on screenshots then there is much more dense geometry smoothened with Subsurf which can lead to shading artifacts. If it isn't visible now then it's fine.
Jan 5, 2018 at 12:16 comment added Booming @Sheroz Khan unfortunately this did not work. I connected UV with vector at the textures, but it did not change it.
Jan 5, 2018 at 11:58 comment added Shehroz Khan Add Texture Coordinate with your node setup & connect Texture Coordinate (UV) to Image Texture. This can solve the problem!
Jan 5, 2018 at 11:44 comment added Booming well, thank you, that solved the problem, but why did it look the way it did when I used the image?
Jan 5, 2018 at 11:37 comment added Booming well I am not very experienced with blender and this was a way I found at the intenet. What I think looks weird is that where the spikes go inside there is a bit a different shading on the ring. It is a bit darker. But I will trie it.
Jan 5, 2018 at 11:34 comment added Duarte Farrajota Ramos I don't see any issues, could you post a better image? Do you really need an image based texture here at all? Sound's like overkill if your object gonna be simply flat colored. You could just assign two differently coloured materials.
Jan 5, 2018 at 11:27 history asked Booming CC BY-SA 3.0