I'm trying to bake a UV texture of multiple materials in blender render. All faces in the UV editor are organized and separated enough that there is no possibility of color overlap where I don't want it.
The problem is that one face that should be a solid color is appearing like TV screen static of red, gray, and black even though it should be a solid red. It shows up this way in both the UV texture editor window and in the blender viewport. It also stays the weird grainy texture if it is rendered out.
I tried deleting and recreating the problem face. I tried removing, changing, and re-baking the texture. I tried separating and reattaching the problem zone. I tried creating a new UV unwrap. I tried creating a new UV texture. Still the issue persists.
Has anyone had an issue like this or have any suggestions on how to fix it?
This highlighted face shows up as this color in the UV editor
But this is what that face shows up as in the texture viewport window. Not the same and I don't know why or how to fix it.