0
$\begingroup$

While searching for examples in baking I found this question Export "Project from view" texture as uv texture . On that page one responder provided a blend file. I downloaded it, tried to follow the steps and encountered a problem.

The model is unwrapped in such a way that it spreads across 4 different tiles: (I understand why and I also do this in my own projects, so it's a lot easy to manage)enter image description here The problem is:
When I bake the texture on the left to the layout on the right, the resulting texture is just a fraction of the tile (0,0).
enter image description here

But when I cram those 4 tiles into just 1 tile it bakes correctly:
enter image description here

Even when I tried to UVs -> Export UV Layout to use for pics in this question, Blender exported only the tile (0.0).
enter image description here

How to make Blender respect multi-tiled UV maps and how to make this particular example work (without collapsing all into 1 tile)?

Notes:
renderer used is Cycles
different UV tiles doesn't mean different UV maps
I have no idea where exactly the original asker got that model from

$\endgroup$
1
  • $\begingroup$ Huh... I'd always believed that anything outside the UV tile <1,1> just wouldn't bake/map properly. I have a hard time understanding how something like this would work... $\endgroup$
    – Matt
    Commented Jul 6, 2016 at 18:50

1 Answer 1

-1
$\begingroup$

Always layout UVs up and right from 0,0. Otherwise this will happen. Never go left and down.

$\endgroup$
1
  • $\begingroup$ Can you elaborate on this? I for one am having a hard time understanding what you are trying to say. $\endgroup$
    – David
    Commented Jun 13, 2017 at 14:45

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .