3

You have multiple UV maps, and you painted on another one while rendering (UVMap.003 <=> UVMap). Go to the UV maps, and set UVMap.003 active for rendering by clicking the camera icon. There you can also clean up and delete the unused UV maps. You can see the layout in UV Editing workspace. (Multiple UV maps are useful when you want to change the ...


3

Shaders typically have a clipping value set for low alpha values. If the alpha is below the clipping threshold, the pixel won't be rendered. This is an optimization which helps speed up rendering and can help give sharper transitions on textures with transparency.


2

It doesn't work because your "transparent" Principal BSDF is not transparent because the Alpha slot value is 1.0. It should be 0.0. But you don't need to mix 2 Principled BSDF shaders for transparency. You just need one Principled BSDF. Then plug the mask (Image Texture node) into the Alpha slot of the Principled BSDF node. That's all :-) Of course,...


2

I had the same problem, but then I realized, that my normals where flipped. So to be able to draw with the stencil method, make shure that the normals of your mesh are oriented the right way (blue) or turn off backface culling in the brush settings (active tool and worspace settings > options > backface culling).


1

Your UI is significantly altered from the default. I noticed one tab labeled “game logic“ and I’m wondering if this is actually leftover UI from an old 2.79 blend file. However, the tab you need might be still there. Hover the mouse over the tab area, and then scroll. If you still don’t see the tab, click the little plus tab at the very end, and you’ll see ...


1

The traditional way to do this was vertex colors. The amount of (say) red would be the blend factor between the textures. Use a node setup like this. Set the 3D View to Material preview and switch to Vertex Paint mode. Paint black where you want the first texture to show through, and red where you want the second. Alternatively, you could use a third ...


1

It definitely looks like z-fighting. Likely caused by a copy of the object on top of the one you want to render. You cannot have two surfaces that overlap and use the exact same point in space, the 3D engine will not know how to render that and display one surface or the other randomly. Check if you don't have a copy of the object. Delete it or disable it ...


1

Yes, you can layer multiple textures with multiple UV maps on a single object. Here I have a project from last year in which I did so. For this example, we'll look at the stitches ontop of the leather texture. On the left is my default (base) UV map for the main texture. I've highlighted the strip where the stitches go so you can see how it changes on the ...


1

Just sharing my story in case someone else comes here with the same scenario as me. My image texture was out of sync with what I painted. I then realized that every stroke I was making was appearing on the opposite side of my object and I had the normals issue described here. By pressing Ctrl+N in Edit mode, that recalculated the normals and solved the ...


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