I’ve modeled a gun in Blender, and have also made a procedural texture in Blender. I’ve imported the gun into studio with no problems, but I’m having trouble taking this texture from blender and applying it to the gun in studio. I’ve followed many tutorials and talked to people who have successfully made skins but they use photoshop and less detailed textures. So here’s my question: What is the best way to export this procedural texture in blender to studio while keeping the texture consistent.
Here’s the texture:
Node setup:
I’ve tried baking the texture and applying it in the textureID of the mesh in question but that just gives an ugly texure.
I’m pretty desperate right now so if anyone has any tips I would be grateful. Sorry if I’ve missed anything.
Did you try UV mapping the gun before baking? Baking is 100% the solution for what you’re trying to do, but requires a good UV map if you want it to look good. I’d bet that even the auto unwrap feature would be good enough if you’re not sure where to start
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Yeah I did, here’s the UV map after trying to bake:
This isn’t the original since I didn’t screenshot the one I used, but I used lightmap pack and maybe adjusted the spacing by .03. I’m pretty sure I’ll have to try baking again following the tutorial I had used previously (How to Unwrap and Bake Textures in Blender 2.8, 2.9, 3.0, 3.1 and 3.2? - YouTube). The auto unwrap feature doesn’t seem to give me what I need. Also thank you for helping.
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Based on that UV map, it looks like around 50% of your faces are completely squished up against the right side and top of the image as well as a ton of faces contained in extremely small spaces near the center—you’d need to change that unwrap if you want the bake to look anywhere near presentable
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Would dissolving unnecessary edges do the trick? Or what should I do?