Hot answers tagged

7

You can unwrap your floor with the Follow Active Quads mode (in Edit mode, switch to Face mode, select all the faces, make one active, unwrap), it will square the UVs: Give your object the material you want, use the UV output socket of the Texture Coordinate: Here is what it gives (I've given a Subdivision Surface modifier to the object):


5

The problem was that you used object coordinates. Object coordinates always point towards obeject X, Y and Z-axis. To fix this you have to either change it to UV or Generated coordinates which bend with the object. SET TO GENERATED: SET TO UV:


3

Create your cylinder with a reasonable amount of subdivision, (which will eventually separate vertex groups), and give it 2 vertex groups; mine are called 'Shell' and 'Rim', for convenience. You don't need to allocate to them: they're placeholders. Give the cylinder a Solidify modifier. In the modifier there's an 'Output Vertex Groups' section. There, you ...


2

They moved it again. Blender 2.92.0, possibly earlier versions too. It's in the dropdown near "Show overlays now".


2

The UV project modifier requires a lot of geometry to project the image properly. Either subdivide your geometry manually by switching into Edit Mode > RMB > Subdivide (also accessible from the Edge menu) or just add a Subdivision Surface modifier to your geometry and set it to Simple which essentially does the same but in a non-destructive way: No ...


2

The white artifacts are from the white background of your pattern images and the way you mix them. A transparent PNG file has 4 channels (RGBA). The red, green, blue channels (RGB) create the color image. It's the colored pattern on a white background in your case.Note: There is no real foreground and background color, just an area of pixels. The alpha ...


2

We, people from forensic department ... we already know :) But yes ... please use more illustrative screenshot like - switch to edit mode to see wire (topology) of your mesh with probably more distance so we can get more context. If I'm right ... just select top edge loop Alt+Shift And Bevel Ctrl+B it (with Middle mouse add more loops. Or use Bevel ...


2

Switch to face mode in the UV editor, or make sure that UV Sync Selection is disabled, then switch to island mode or set sticky selection mode to Disabled. All are options on buttons in the menu bar of a UV editor window.


2

Figured out what I was doing wrong. Rookie Mistake. I was just switching between the two materials in the materials panel using the popup at the bottom, but always leaving only a single material in the list. I finally realized I needed to add both of the materials in the list and then assign to the specific polys. Duh. Thanks to everyone that looked, and to ...


1

You've ripped an edge, select all in Edit mode, AltM to merge by distance, then unwrap again.


1

The view doesn't actually matter that much, you can have a perspective view and still get the desired result if you change the Cylinder Projection settings to Align to Object instead of the default View on Equator.


1

Your view is taken into account when you choose Unwrap > Cylinder Projection, you need to be in front orthographic view when you unwrap.


1

add a plane press tab to enter edit mode right mouse click -> subdivide plane -> 10 s -> x -> size your plane as much as you like tab to go to object mode add simple deform modifier choose bend -> z axis and whatever angle you like go to shader editor and build these nodes: hit space and enjoy the animation you can also wait a little ...


1

If I understand correctly what you want, enable the Data > Mirror U and Mirror V of your Mirror modifier:


1

When you unwrap with type Lightmap Pack you have to set enough Margin or lower Bake Margin value, because like now Bake Margin overlaps. Unwrap Margin value is described in UV division, that I'm not sure what does that mean exactly, Bake Margin is in pixels. So just check if baked borders are between faces.


1

In real the material on the knee would be either compressed when the knee is straight and normal when it is bent ... or ... normal when the knee is straight and stretched when the knee is bent. If you want to "float" it out of thin air, you need to hide some extra geometry below the surface, like pi75 mentioned in the comment above. Proof of ...


1

Maybe a screenshot of your UV Editor would help to understand where the problem comes from. Here is a try, I've unwraped the mesh, aligned the 2 parts and inverted one with SX-1. The small problem is that the planks may look a bit the same: A solution would be to shift the UV a bit, it will work fine if all your planks have about the same width, otherwise ...


1

select your object choose texture paint from the menu tab -> edit mode choose "face select mode" select the faces you want to paint on tab -> texture paint mode click this button: paint mask paint what you want -> now you just paint on that faces you selected you can select the faces in the texture paint view too...just tap on ...


1

In render properties change render engine from eevee to cycles. Create new material, assign this material to pink place and copy nodes from other texture, then change properties for current nodes.


1

How the issue was resolved: I was able to fix the issue by giving each hair object a new name. The previous objects were named "RemeshedHair.00X" with "X" being incremented every time I created a new object. After changing the names to "Hair front/Hair side/Hair back" the UVs were able to be applied properly. My hypothesis on ...


1

You could change metallic to 0, bake the textures and then change it back to what it was. Or add a Diffuse BSDF node, connect it to the output and connect the texture to it, and then bake. When you are done baking go back to using the Principled BSDF node.


Only top voted, non community-wiki answers of a minimum length are eligible