I have a body model and a head model that I want to attach together, and the head model has different UVs and the body has lots of different UVs (one for shirt, one for pants, one for gloves etc). I tried giving them all the same name then merging and exporting but only the skin texture showed up, so I’m redoing the process. How can I merge the models and the UVs so that the whole model has just one UV. I feel like that’d make things a lot easier
Hi,
How does the UV data look like in the UV editor after you merged it in Blender, before you export it?
Does it really have only one UV channel?
Just to be clear about how to merge multiple UV channels of one Object into one:
- select the parts (shirt, pants, etc.) in edit mode and separate them (shortcut: P)
- name the UVs the same in every Object, that you want to be combined into one and delete the channels that you don’t need
- join the objects together (shortcut: J)
If you separate geometry parts of your object with multiple UV channels, you will still have multiple UV channels on the part that you separated. Many of them may look empty in the UV editor, but they most likely are sitting on [0,0] coordinates - the UV origin. It should always have all faces of the Object in every UV channel.
I recommend to import the data (what ever file format the might be) that you exported back into the same Blender scene, so you can look for differences. Maybe the Blender exporter settings need adjustments. Maybe the file format you are using doesn’t support multiple UVs.
The first setup would be preferred for real time/game engine content, but you can have:
one Object with one Material using one Texture and one UV channel
one Object with one Material and multiple Textures, each using a UV channel
one Object with multiple Materials, each using a different textures and UV channels
multiple Objects, each using a unique Material
(I’m sure I’m missing one or two here)
I just added Suzanne and merged with standard cube… both have UV’s… and after that the joined mesh has joint UV’s… !? Are you selecting all faces or by material … so different UVs show up… Has the had a material? Are you using UDIM ?
Yes, the Object then should have one UV channel with both the standard coordinates of Suzanne and the Cube. Maybe I misunderstand you, but UV channels can be used by materials, but are indipendent of any material. It doesn’t matter for UV channels and their data if there are materials involved or not.
No. Just regular UV data.
I just tried again using different UVchanels and name: The joined object does have it all…
Maybe just delete some parts of body and head (you don’t have to give us all the model) and upload the blend file?
Sorry, I have mistaken you for the initiator of this thread XD
Funny thing… i did also