Hi, I am just wondering if there is an easy, or at least semi-easy, way to bake a lot of textures onto one object? Is there a way to create a new texture with existing textures?
I have many uv maps and want to only have one which contains all the materials and textures I already have on the object, while keeping the details.
so what does it give if you select all your objects, unwrap, and bake on a large image?
As @moonboots sugests, all you need is to have a new UV for the final result, and specifically assign the correct uvlayers to each texture you use (including the new UV connected to the Active image).
The goal of my trying to do this is that the laptop I am working on, I have to use the CPU and can’t paint onto the model itself because the computer crashes. So when I unwrapped certain parts, like the head, I cut it in half and overlaid the two halves to paint them in the image editor. so now when i want to paint on one side or the other, I can’t.
Even with an 8k texture map, it is pixelated in areas of detail when I unwrap the entire image. so I unwrapped select parts for higher resolution. If that makes sense?
Also, is there a way to edit the mesh without messing up things like particles. I have redone the eyelashes so many times. Every time I have to make a change to the model the eyelashes go crazy. I can’t seem to be able to make them a separate mesh and have them follow the base character mesh properly. Should I start a new thread for this question?
There weren’t so many changes in the paint system in the last years, so you could export your mesh and paint it in older versions (you’ll only need the painted textures), and then go back to a more recent version to use new stuff (like Eevee).
Is that for a game? Because, such simplifications are normally part of the final product, not part of the working stuff. (my personal rule is to work at the best that the machine can, but only simplify when shipping the final object)
Yup, a new question would be better … perhaps some moderator could split the thread, if you ask.
But as a response, keep particles in separated meshes/objects.
This simpliflies calculations!
For example, when your particles are only originated in a little part of your whole mesh (the rim from the eyelids), is better to have a mesh just for the particles and then use some shrinkwrap or constrains to fit all together with the base mesh.
Also, it’s possible to convert hair’s to curves, or particles to individual objects… thought I don’t believe you want that when you’re still working in the base geometry.
Thank you. All your answers helped to clarify things. I want to make an animated movie, but hadn’t realized the scope of what it takes. It is a huge subject to just decide to learn on ones own. Thank to people on here and other places like the youtube, beginners can attempt digital art.

