Here is the rig joined in blender with one uv map.
Here is the rig in studio with the same map.
Any help would be appreciated.
Here is the rig joined in blender with one uv map.
Here is the rig in studio with the same map.
Any help would be appreciated.
What does your rig’s UV look like? It seems to appear like you combined all the textures, but not the UVs associated with them - it’s hard to tell without seeing the UV map, so this is more of a troubleshooting thing to eliminate variables until we find the solution
To do this I watched this YouTube video: Beginners Guide to Baking | part 6 | Multiple textures into 1 | Blender 2.8 - YouTube
Hmm looks straight forward. I’m curious just how much texture bleeding is happening due to how close your UV is packed and Roblox’s chewy compression, but that’s a whole separate issue than what’s going on above so lets disregard it
Anyways, two more things I’m going to ask, and hopefully we can narrow in on a solution:
Can we see a picture of the mesh’s Properties in Studio, along with how it’s organized in Explorer. I just want to see where you’re allocating the texture into the mesh, as well as if there’s anything set as a Child inside the MeshPart, such as a SurfaceAppearance object.
Can you export the MeshPart from Studio back into Blender, and see if the process of importing into Studio messed anything up with the UV. I doubt this is the issue because you were smart and triangulated your object before importing into Studio, but I want to cover all bases
Hehe. I guess I didn’t triangulate my object. Thing is, I don’t know how to triangulate it.
Click on the mesh
Go to edit mode
Press 3 (or go into the face edit mode)
Press A
Triangulate
Or run a triangulate modifier
Okay, so it’s not triangulate that’s the problem. Anyway here’s my explorer tab and property tab:
Texture is still messed up