truIyyyyyy
(butternut_squash)
October 28, 2020, 5:53pm
#1
After baking my mesh, the texture seems off by a lot. Am I taking the correct steps?
Insert image texture in shading
Create an image
Copy and paste that node into all other materials
Click uv Smart project
Change from eevee to cycles
Click diffuse
Turn off direct and indirect
Click “Bake”
Here is what the texture looks like in studio.
Heres what it looks like in blender:
(The gray is supposed to be brown like the texture.)
This was solved thanks to @xJennyBeanx . Everyone remember to export your .fbx files AFTER unwrapping your model. Again thank you so much Jenny!
2 Likes
Could you send an image of the UV map?
truIyyyyyy
(butternut_squash)
October 28, 2020, 7:55pm
#5
I just unwrapped it using smart UV project. What am I doing wrong?
meteor0id
(Meteor)
October 28, 2020, 8:21pm
#6
The texture isn’t unwrapped the same way. Try baking it again and reuploading the texture and/or model.
truIyyyyyy
(butternut_squash)
October 28, 2020, 8:25pm
#7
I have already tried. Is there a problem in the unwrapping itself? I didn’t mark any seams if that’s the issue.
This is most likely the case, yes. The object in studio and the object you textured needs to be the same. If you uploaded the mesh before manipulating its UVs, you must re-upload the mesh.
UV information is stored in the mesh part itself. If this is not the case and there’s still issues, make sure you are uploading the right texture to the object.
1 Like
truIyyyyyy
(butternut_squash)
October 28, 2020, 11:52pm
#9
oh thats probably why. Thank you!
1 Like