I have a question I've been really struggling to find the answer for! Is there a way to export materials and textures that are already scaled and adjusted using the mapping node, as well as clicking on one face of the mesh and sliding/adjusting each face to have it sit correctly on the mesh? For example, I have done all this to a building model. I adjusted the texture so that the windows do not appear on edges, I scaled and I transformed the textures and slid them into the proper spots. This texture though is only 4 windows big and it takes advantage of the mapping node. But now I need to export that as a complete repeated texture with the correct faces and adjustments I have made, so I'm wondering how I can bake those textures out and if this is going to help me with that? Please let me know! Thank you guys!
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You create a new, non-overlapping, no mapping node UV map, contained in the 0-1 range, and then bake to new UV. See https://blender.stackexchange.com/questions/15510/possible-to-bake-texture-to-new-uv-map . – Nathan Feb 02 '21 at 18:52
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I'm a bit confused. So should I do that for each face? I also have roughness, specular, ambient occlusion, and metallic maps. – KingKong19100 Feb 02 '21 at 19:17
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You bake maps individually. It's per-object (really, per-image.) Read, then try, then play, you'll figure it out. – Nathan Feb 02 '21 at 19:54