搅拌器纹理从两个到一个纹理烘烤时重叠
我有一个FBX,有两个纹理。一个用于脸,一个用于身体。我试图将这两种纹理烘烤成一个。这是因为我想将FBX导入Roblox。但是,当我烘烤时,这两个纹理彼此顶部。我试图将新烤制的对象转换为一个智能UV项目,但是彼此之间的层次却保持不变。然后,最终纹理看起来很糟糕。
这些是我的步骤:
我如何通过此纹理并并排生活,因此我只能在Roblox中为我的对象导入一个纹理:)
感谢您对此事的任何输入!
I have a fbx which have two textures. One for the face and one for the body. I am trying to bake these two textures into one. This because I want to import the fbx to Roblox. But when I bake, the two textures is put on top of each other. I have tried to convert the newly baked object to a smart uv project, but the layers which are on top of each other just stay put. And the final texture then looks awful.
These are my steps:
I select the face object and add a new texture image. Which I call 'BakeTest'.
Then I select the body object and copy the 'BakeTest' to this as well.
This is the result with the two original textures being on top of each other.
I have tried to make this uv a smart project, but then it looks like this with the same background and all split up.
How can I come pass this so all texture pieces live in harmony side by side so I can import only ONE texture for my object in Roblox :)
Thanks for any input on this matter!
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似乎正在发生的事情是,您的紫外线图在烤制之前就重叠了。要解决此问题,请在烘烤纹理之前尝试使用“ UV Smart Project”。另外,将智能项目上的岛屿边距设置为零以外的数字(我建议0.010),以在纹理之间提供额外的边界,以防止重叠。
What appears to be happening is that your UV maps were overlapping before you baked them. To solve this, try using the "UV Smart Project" BEFORE you bake the textures. Also, set your island margin on the Smart Project to a number other than zero (I recommend 0.010) to give an extra boundary between the textures to prevent overlap.