All Questions
141
questions
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86
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Create wall art / projection for actual walls
I am trying to create wall art for optical illusions (e.g. person stands close to the edge of a canyon when in reality it's just painted on the floor) with Blender, but since I am a complete newbie I ...
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10
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My textures are not being applied to the mesh I am editing inside the Shader Editor [duplicate]
Context:
I bought this animal pack that I want to use inside of Twinmotion and maybe Sketchup.
Thus I look for ways to export the .fbx file with textures. I find this tutorial on the matter which ...
1
vote
1
answer
51
views
File format or method of exporting per-vertex roughness values
I am working on a project that necessitates an automated export of blender objects with materials to basically any file format that supports diffuse and roughness maps. However, some objects have ...
0
votes
1
answer
192
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How to imprint logo into STL
Hello, I have statements and questions. I want to imprint my logo into the coins surface but whenever I upload the filed to a 3D viewer it ends up blank. How do I fix this? Also is there a way to make ...
0
votes
1
answer
327
views
Can I export a Vector3 / Vector4 in a uv texcoord?
I was wondering if / how this is possible in Blender.
Shaders in game engines like unity and unreal read texcoords (aka UVs) as Vector4 properties. Blender seems to deal with these mostly as Vector2.. ...
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answers
392
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Exported models not keeping UV scale from shader nodes
For work I frequently download new furniture and decor models from iMeshh, and they usually come with a Blender file I'll open to at least apply the transforms and re-export. They all come with a ...
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answers
215
views
Geo nodes: realizing instances loses uv maps / texture
System: RTX 3080, Ryzen 5 3600, 16GB RAM, Windows 10
Disclaimer: I am very new to blender.
Hi everyone!
My main goal is to export the LEGO version of my model with the correct colors (as shown in ...
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0
answers
69
views
How to Correctly export Material as a texture image?
I followed multiple tutorials on UV Mapping and exporting a material, but I can't seem to get it right.
I made a texture on a Torus like this:
And so I tried following multiple tutorials to export it ...
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0
answers
530
views
How to export an UV layout with the same size as the original 3D object
I'm using the UV unwrap function to get the 2D template of my 3D object.
After this I export the UV layout as an .svg so I can reload this in blender and make a mesh out of it which can be used for 3D-...
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answers
479
views
Why is my .FBX scene exporting with only one image texture applied to each mesh, when I have multiple?
I'm trying to export a scene from blender and use it in UE5, but the image textures are all wrong when I export it. I have a few image textures for each mesh, but it seems that only one is applied for ...
1
vote
1
answer
159
views
Exported Fbx has invisible parts
When I exported my fbx (with Path copy and all normals facing out/blue).
The results of my fbx ends up turning the hands and gun invisible.
What further frustrates me is that it knows there are two ...
2
votes
0
answers
432
views
Geometry Nodes Texture Export
I made building with geometry nodes with textures I asked how to apply textures on realize an instance
Now my question is how I can export the model with textures I am trying to export in unity but ...
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0
answers
8
views
Export ply. with Noise texture [duplicate]
Disclaimer: this is my first question on stackExch. so quite new in Blender also.
I wanted to add a noise on my torus, which I could do on the Shading/Add-> NoiseTexture. It was visible in object ...
0
votes
0
answers
964
views
Hypothetical question regarding 2D eye rigging for unity/mocap
I just recently modeled a character with 2d Eyes. The eyes are flat planes that rest on the surface of the face via applied shrink-wrap mod. The eyes have a texture of the pupils and the pupils move ...
0
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0
answers
29
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Texture paint output file format [duplicate]
I used texture paint option to paint over some 3d model. I would like to have a way to differentiate the different colored areas on the model based on something that I can code. To that end, I tried ...