1

UV textures appear scrambled or missing when rendered, but are fine in the 3D view. I've spent the entire day googling and looking at other people's problems and I am still at a loss. I want to render now but I can't seem to figure out what I'm doing wrong.

Screenshot

Blendfile

Am I missing something obvious? I have more than one UV on a character and want to know if it's possible to assign different materials to different parts.

Sorry if I'm not providing enough details. If you have questions, I'll try to answer right away.

gandalf3
  • 157,169
  • 58
  • 601
  • 1,133
emengel
  • 21
  • 4

4 Answers4

1

You have only 1 UV on each character and your UVs intersect. enter image description here enter image description here

David
  • 49,291
  • 38
  • 159
  • 317
Shtran
  • 33
  • 7
1

I looked at these two tutorials:

https://www.youtube.com/watch?v=MqmXqgbzIxg
https://www.youtube.com/watch?v=mNtIX5BZmzc

Which allowed the characters to have their full skin map and t-shirt design map to be separate - and no overlap. (Creating UV Maps under Data with the appropriate mesh selected. Then creating a material and texture - making sure the correct UV map was selected under Mapping. And lastly, "assigning" the material to the piece.)

And then this tutorial allowed me separate UV's that had transparency to render! (Selecting Face Textures and Face Textures Alpha under Materials > Options).

https://sketchfab.com/models/cf6bf7d8729f479ab0522e73317b29fe

David
  • 49,291
  • 38
  • 159
  • 317
emengel
  • 21
  • 4
  • 2
    This does not really answer the question. Please add more, or include important steps from the tutorials. – David Jun 29 '15 at 22:16
1

Make sure that each single UV map has been assigned to its object. If you can't select each part:

  1. Switch to Edit mode
  2. Hover your mouse over the part you want to select and press L. The part will be highlighted.
  3. Now assign your UV map.
  4. Switch back to object mode, click on the general object and repeat these steps with each single part from step 1.
Miracles Happen
  • 388
  • 1
  • 3
  • 14
0

From the looks of it all you normals are inverted for one.

A black mesh can mean your materials aren't connected or you're using adaptive subsurf with a normal map set to tangent space.

Andrew
  • 357
  • 1
  • 5