I'm currently doing a project where I convert Voxel models into a model I can export into another format. I've gotten pretty far, but I've reached a wall.
First, here's a screen of my model. Each square is its own material and is colored that way on the materials pane:
Okay, I unwrap my UV, and create an image for baking. As you can see the UV is just a bunch of squares, but that's what I want (and I also tried remove doubles with Limited dissolve and getting a prettier UV, but the results are the same as shown later on).
I have to, as seen other help-questions, create a new Image Texture Node for each material (there is a material for each color so there are about 80):
After adding all those nodes, I bake using the following settings because I only want the material color to come through (no lighting):
And here's my end result after the bake (this is after I reassign all vertices to a new material that uses my new baked texture image:
You can clearly see that there was a disconnect between the location of the faces, and their material color during the bake. I have no idea what I did wrong, and why this happened. Any help would be greatly appreciated!




