There are a few issues.
They are easy to repair, but will take some time.
1) Your original maze contains overlayed geometry.
That's a big problem in 3D modelling.
You will need to clean it up. It's technically very easy, but might take some time.
Clean up overlayed geometry and connect all vertices like this.
2) Keep quads whenever possible.
I cannot ...
I just found out myself, -so for anyone having the same problem: I just deleted the material, I'm not baking onto the map and it's working. I think, I wouldn't have to delete the material, but it's just easier in my situation and solves my problem.
≫ I want the uv to represent vertices too, so each vert has a unique uv.
If the word "represent" is to identify which vertex is it, then it is doable.
A cube is almost the same thing to a UV sphere(g-0). You can project from view to make all uv shared by all edges and faces connect to it.
So we get 6 uv values only? No.
Actually, we still have 24 uv ...
Unwrap. Meaning peeling the surface off of a solid and laying it out flat on the ground.
If your requirement is that there are no duplicated texture coordinates at all, it would mean that you are trying to peel an orange without cutting its skin. Even if you manage to "beam off" the skin in one piece you end up with a hollow shell that you cannot lay ...
If you have issues editing your UV layout in an external program, you might keep a small margin and increase the exported UV layout's resolution instead:
Also, if your output render engine supports multiple UV sets for one object, you might just make several UV unwraps which each gives more pixels to different areas. You could have one UV Map for the house ...
Courtesy of Lemon!
This resolved the issue. I applied an edge split as per the post, but am still unable to really understand WHY that worked. There were no hidden or squashed faces, the face in question is planar (scale y 0 and apply scale changed nothing) and yet it still baked as if it weren't. Odd for sure, but at least there's the ...
There are two ways to approach this problem.
1) UV Unwrapping
There is a major problem with texturing a 3D sphere.
It is mathematically impossible to map a 2D texture onto a 3D sphere without distortion.
Here is a great Stack Exchange thread where such situation and possible solutions are discussed in detail.
2) Procedural textures
If your texture is ...
I would recommend establishing a paint set up in Blender first on the model by painting details on the model in the 3d view using Texture Paint mode, and then take the saved image textures into Photoshop to further build on the initial block out. Here in the picture I have used a cloud texture on a texture paint brush set to multiply and Rake and Random for ...
When you create new holes inside the mesh with the Boolean modifier active, Blender will wind up recalculating all of the faces affected. Normally, if you sub divide the mesh and then apply the Boolean modifier, you could get better UV textures. At this point, you can do one of the following:
Subdivide the mesh first with enough vertices to avoid this ...
Easy approach is to use texture mask inside material.
Here I'm using local Z axis to separate sides of an object. Then plug it as factor to control textures visibility.
Why Z, because in my case it is facing texures (see gizmo in Local mode).
I was getting this issue with both DirectX and OpenGl Normals and came here to look for a solution- however, I found a fix: In the image map node for your normal, change the sRGB colour space to non-color.
It's quite common to have 2 UV maps (or UV channels) on the same object, one for the texture maps (the one you show in your question is for the color map), and one for the lightmap.
When importing the model into UE, check the box "Generate Lightmap UV" and UE will create this second UV for you.
If you want to have more control on this map, you can create ...
Assuming you're using Eevee:
Per my comment, I think the problem is that your PNG's alpha channel (the second output in your Texture Input node) is not being used to do anything, and Toon BSDF interprets the fully Transparent pixels as black by default. Because of this, I get the same problem with this image of mine, where everything Black is actually ...
There are several solutions, if you only want to show the picture on the top face you can simply give a material to the top face and another one to the other faces... if you want to keep the same material on all the faces, for example because you want to use the same red background, just scale down the UV of these faces in the UV Editor so that you only have ...
I don't know anything about Adaptive Subdivision, maybe create a new question for this. About your first question: Your stretched texture is created by the ngons, You need to use quads instead, so just correct this and it should work.
Imagine the square of the UV space as percentage of the texture. Its 100% of its width across the width of the square and 100% of the height of the image across the height of the square. It doesn't matter what the aspect ratio is, the texture will fill the square. If you fill the square with the UVs of a rectangular mesh and then use a rectangular image ...
I figured it out!
It's turn out that in order to achieve the result I want, I must use smart uv project instead.
I believe that the cause of this problem is that normal unwrap does strech the texture a little, while smart uv project doesn't
Normal unwrap result:
Smart uv project result:
Oops no, @3fingeredfrog was right :
In order to snap correctly to pixels you have to choose the Snap to Pixel option but ALSO have to UNCHECK the snap magnet tool into the main toolbar, or else this will be the main snap overriding the snap pixel option.
You can "pack" the image into the .blend file so that you don't have to worry about the external files moving around. You do do this from the image editor, under the "image" dropdown menu (pack is the last option).
Keep in mind that it will actually save the image into the blend file, so if you did this with, say, a 10mb png file, and you save multiple ...
Thanks to Yohello 1, I was able to solve the problem. There is no need for a separate round of UV unwrapping, as long as you haven't applied the modifiers.
This means, that if an object has an array, and you UV unwrap before applying the array modifier, then after you apply the array modifier, or any modifier, it will also use the new meshes on the same UV ...
In Blender 2.8, you can also do it with the built-in addon MagicUV.
Here is a simple geometry I created.
The red lines are the marked seams. In the UV editor, you can see the original UV was not straighten.
All you need to do is select an end edge and press N > in Magic UV Tab > in UV Manipulation check Align UV > check Transmission > hit Straighten or ...
The room to tile with 75cm x 25cm tiles:
1: Create or resize a tile texture.
It should have the same proportions as the 75cm x 25cm tile, thats to say 75/25 = 3:1. To keep things simple I like the idea of having 1pixel to 1mm. In the example below the tile texture size is 750px x 250px.
2: Open this texture in Blenders UV Editor:
3: Next is to UV unwrap ...
You have to apply the SubDivisionModifier to get the correct polycount and UV layout first, then export to Photoshop.
if you would like to work with the lowpoly without applying, I would make a copy of the original object, apply the modifier on the copy to get the correct SupDiv UVs and then use the texture on the original object.
After a lot of messing around, and some more researching, I think that the main issue was the very hard edges, with a bigger angle than 90º.
I went back to only baking from the low poly, but upped the subdvisions, beveled all the hard edges and changed my UVs from the edges themselves to something closer to them. That seems to fixed most of the issue.
Normals around edges tend to look funky because it is where there is the most visible difference between objects. In this case, it may depend more on how closely the edges of the the two objects are aligned.
Perhaps I can respond better to your question if you share what the lower LOD object looks like with the normal map.
Similar issues related to ...
Following @moonboots' suggestion: If you select all the faces to be mapped identically, and U unwrap them together, with the 'Reset' option, they will all be mapped to the full (0,0) > (1,1) UV space. You can then line them all up together.
The shipped 'Magic UV' add-on collection also provides an option to copy and paste UVs, either between individual ...
If you have a seam down one side and around the circumferences top and bottom, then you can:
Align the approximately cylindrical region in an orthographic view (minus the caps)
U unwrap the tube with 'Cylinder Projection'
The faces of your sphere are overlapping in the UV Editor because you must have unwrapped with the Unwrap option (first one) without any seam on your mesh. The result is that each face displays the pupil. You should mark a seam on one of your sphere longitudes (select the edge and press CtrlE > Mark Seam), then select all and unwrap again (with the first ...
Have you tried unwrapping it with Sphere Projection? (One of the Unwrap options)
How about using a Texture Coordinate with Mapping node to manually arrange it? (Texture Coordinate (UV Data) plugged into Mapping plugged into Image Texture plugged into Shader—adjusting the Mapping parameters to fit).
This is due to the resolution of your normal map. You can improve the result by creating a bevel in your low poly mesh, and by merging your maps to optimize your texture space.
This will give give you a smooth effect.
You can achieve a hard border effect without bevel, and with both hard edges and separated UVs.
Also, you can increase the dilation width to ...
Thanks for all your responses, they will certainly works.
Reading more about Blender's UV toolset, I've found an alternative solution that seems to works fine too:
1- This is how UV looks after the bevel operation:
2- I selected bevel's faces and apply "follow active quads" (u key/follow active quads command):
3- The result is a nicely aligned set of UV ...
When you change the topology of your object with the bevel, it changes its UV. I don't know how it works with Houdini but in Blender you need to make sure that the seams are still ok, unwrap again, and align again with the image texture in the UV editor.
I'd just export the texture as a normal image format from Photoshop. Therefore the original .psd file can still be changed.
You should be able to keep the Texture coordinate - as long as you don't drastically change your texture, new exports will still fit onto your model
So I hope my answer is accurate enough.
Your faces are projected as squares on the image in the UV Editor. But your faces are actually not squares, they are twisted quads. Also, in any 3D software a face is made of 2 triangles. So when Blender will map this face the UV map it will simply map 2 triangles, and it will give the following result.
If you ...