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I am trying to make the texturing more consistent on a lightsaber.

What I have -- I've highlighted important areas of contrast:

enter image description here

My issue is that the map (used to generate bump as well as coloration) produces far more bumps/dirt on the front half of the lightsaber (before the center switch/grip) as opposed to the back half. I have tried matching up the two parts' UV projections but to no avail.

My node setup:

enter image description here

On the .blend, I have two RenderLayers -- one for the lightsaber and one for the wood floor (this is because I use Microdisplacements and Adaptive Subdivision Surface on the wooden floor, both of which are tough on my GPU's memory). I have four UV maps for the lightsaber (for organizational purposes -- three are added together in my UVTexCoords node). I have an HDRI background and several textures (all packed save the HDRI, but you can download it from Textures.com, if you wish). Here it is:

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  • $\begingroup$ I'm not in a position to check your file currently, but could it be the scale (or rotation) on those meshes is different? I thought it could be a problem with your Mapping node, but all three axes have the same value, so that seems to be in order. $\endgroup$
    – Joachim
    Jul 9, 2022 at 9:24

1 Answer 1

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You can use vertex paint and input the result with an attribute node:

here is a detailed mesh here is a detailed mesh

Here is the vertex paint

enter image description here

Here is the node setup Here is the node setup

and here is the result

enter image description here

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    $\begingroup$ This does not answer what I asked in my question. I asked about fixing an existing issue related to image textures -- nothing with vertex paint. $\endgroup$
    – Shady Puck
    Jun 17, 2018 at 17:46
  • $\begingroup$ I missunderstood your question because i didnt look at your blend file I think your atempt to fix the problem is the right onebecause the problem is related to UV mapping $\endgroup$ Jun 18, 2018 at 8:28

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