hi
i have created a model of a character and want to apply 3 different textures to the model. i understand i have to use a multi/sub object for the material applying. however when i apply the uv map which has been edited to the model and the specific part of the model it doesn't apply the texture correctly. the texture doesn't sit to match the uv created when the model was unwrapped?
thanks
akshay
Solved! Go to Solution.
Set Id over the selected faces will determined the material used in a multimaterial
Map channel in the bitmap properties will choose between different map channel (or map sets) that the object could have. There is a chance this could be the problem if you have changed it to anything different to 1. The UV channel of both bitmap and UVs need to match.
Another possibility is that you have created your UVs in a map channel that is not 1 as by default will use channel 1 and channel 2 will be ignored unless you have matched it with the bitmap properties.
If that is not the case double check the UVs with a temporal material that is not sub material.
Hi Karl
i checked for everything you suggested and all the map channels are the same and match. i have attached images of the results I'm getting. also i seem to be getting white seem lines when adding the painted textures?
many thanks
akshay
UVs and painting doesn’t seem to match. I guess you have used a external painting program for that. What program? Have you painted over the low poly model or over a subdivided smooth version of it?
You could check if the texture you did matches the UVs. Add a unwrap UVW modifier and open the UV editor window. Then in this menu pick a texture bitmap, the one you did. You can see there if they match.
If they do double check you have not introduced any offset, angle etc to the bitmap properties of the material
Hi Karl
all matches and i just tried adding texture maps again and all looks perfect. thank you very much for your help!
best regards
Akshay
Can't find what you're looking for? Ask the community or share your knowledge.