it seems that the problems never ends...so i put here the settings and so...after i presee bake...it turns white! what!?WAT!? i can't figure out what is wrong
the only thing I do in Blender is rig but I replurked it for ya <3
I usualy bake in cycles - but i see that you have the "selected to active" butten enabled. Are you baking from a source model to another model? Because if you do not, the button makes no sense...
usually you activate it if you bake a normal map or an AO map from a high poly to a low poly model
She has the skin texture made and is trying to bake it to the head but it turns white. She has two objects going on a head and eyes that each have their own uvs with their own textures shes made from those uvs
so shes trying to bake those textures she made to the model
(if I am explaining it right)
she like painted on the uv in ps and is trying to bring it back in
PixieRuby: yeah, but not baking from one model TO another model. selected to active does the white thing when only one thing is selected with it enabled.
(so untick that box and it may work!)
or...wait. she's trying to bake the texture onto another object? maybe she does need selected to active. the texture needs to be functional on one object, selected first, then shift select the object baking
(but she might be baking it from a texture in a material instead? in which case, no selected to active)
shes trying to bake it onto the head..
It looks like there could be a circular texture error, are you baking with cycles or internal?
You might do better with using two UV maps and texture projection to get the texture you have, baked onto the mesh of your creation.
i'm uysing blender render not cycles
How is your texture set up to bake? Is it just assigned as a texture on a material?
MissMaiJa: yeah - but you have enabled "selected to active" in your bake Panel. uncheck it and see if it works then
MissMaiJa: This method may help: So you see how I have my strawberries all nice, and a load of fun things on? That's all baked with a texture I made outside of Blender.
it's uh............i uploaded it i the uv/imge editor. i also set it as a texture. at one point i had it on the material too but that didn't help. nether did setting it as a texture..or just having it in uv..
yes i made the texture outside blender too. did you bake it in some other program too?
You can see that there are Two UV maps, one has a camera highlighted next to it. What I do is I bake my textures from an alternate UV map onto my main UV
my UV map for what I want my texture to look like on, and
my baked texture UV map
riiiiight........
What you need to do is after you've UV'd your model, make another UV map, and then open up your texture for the face in the image window in Blender, and ensure it's all lined up etc
Make sure the camera is highlighted next the the UV you're baking from and then select the UV map you're baking to
there's a camera next to the uv?
Yes, if you look at my screenshots, you'll see the UV maps in the UV list, with little camera icons.
i dunno how to make the camrea to go there.
the camera doesn't wanna be my friend.
oh that's how you befriend a camera
the camera is active so they're already my friend right?
i believe i'm losing my marbles.
I can't explain better than I have I'm afraid, I did write out exactly what to do above.
it's like you have right?
Yep! Now make sure that the UV map with your own texture is the one with the highlighted camera icon, you can make it active by clicking on the camera icon.
Then you can try a bake and see if that works. If it doesn', or theres an error, see if clicking on the inactive UV map so you can see progess helps
it did a black face. i believe that's racist.
MissMaiJa: Make sure you have lights in your scene
And that your faces are pointing outwards
no matter which one i selected this happens. at least it's soething new.
what does your UV map look like on your active UV
bake textures, not full render. under the bake button, that Full Render is a dropdown, select Textures instead.
(because lights aren't something you need to figure out yet)
well that turns it white again
make sure the texture you are baking FROM and the texture you are baking TO are two different images.
see that part makes no sense to me. like i'm doing my very best. but i dunno what that means
(and yeah, i figured it would turn it white, that grey/black there with a light was saying that it wasn't reading the texture info, however it's not doing it)
edit the object, select the UV for the ps pretty file. then select the _other_ UV there (with the camera!) and add a new image.
Image>New Image in the UV panel menu
is png the wrong file format for the image?
(it's not optimal for SL, tga's better because pngs can have transparency issues, but they are a-ok for blender)
oh, i think cyclic may have dropped a step with the material to transfer over? i think you still need to do that. (unless it does that automatically now? i've never tried it, used to the extra step)
i uh..shit. i don't know what you're referring to here. i've used this program for a week
do you mean cycles render?
yeah, it's sort of complicated and you've already added the material maybe? but maybe not with the right settings all the way?
that's very likely
nah, blender render. it's sort of confusing so trying to think through the steps and explain it less confusing, ha
click the checkerboard icon next to the circle icon in the toolbar. it looks like you already have the face image loaded in there?
if you do, scroll down to the Mapping section. set the coordinates downdown to UV and choose the UV map that you have mapped with the face on Map. make sure you have the other UV actively selected before
(this texture needs to be attached to the material you have active on the object, fingers crossed it already is)
you sort of skipped to a complicated thing for one of your early learning things, ha
'
ok, yeah. your image isn't attached to the right thing/the right way. which i have only run into in cases where i've done weird shit intentionally, so i'm not sure what exactly the issue is, is the material
on the object selected in the panel before?
(because things show up in there that aren't just attached to the object, depending on what you have selected/what order you select things in)
it should (eventually) look something like this.
OH. NODES. that's your problem.
those are useful for things and entirely screwing your shit up.
fucking nodes! i shall destroy them. puny nodes
yeah, that needs to be off for this (or not technically HAS to, but it's what's getting in your way right now)
what is our battle strategy on destroying their despicable exostance? we need to show the nodes we are superior to thems
i THINK you can just click that little button underneath the list with the box and the curve to the other box to un-node those
(the little box between your material name Material and the Data dropdown)
did we destroy those puny nodes?
yeah. that second material proooobably doesn't have anything assigned to it so it's probably ok, but in case, you might want to select it and hit the - button under the + button on the side of the list of them
i prolly sounds rather odd since i'm on sedatives but fuck it
(multiple materials on an object- also useful but in this case, keep it simple)
but now MAYBE when you have that first material selected it will let you assign the texture to the uv map of your choice.
so uh i leave it to that and go on to bake?
yeah, try baking again, see what happens.
or do i need to assign something more to that puny thing?
i shall overpower this pieace of shit.
if the texture let you set the mapping to UV, that took care of that issue, at least.
argh. someone else is going to have to come up with a bright idea then! or you can email me the file and i'll take a look. because at this point i think i've run out of ideas.
i added the texture to the texture tab in the toolbar but now it's black again
this was at the side of her head now
thanks i'll check it out"
it worked! the video worked!
also fun fact Ori means stallion in finnish
OrianaKuhr
ha ha, that's too funny! And you are most welcome! Glad to help