Combine several textures into one texture file.

Hello guys! This problem is giving me headaches, I’m a Blender Noob who tries to bake multiple textures assigned to different faces on an Object.
The Texture on the object should look like this when finished:


I had to rotate several ‘islands’ on the UV Maps to keep the brick texture straight. I also used the Texture scale function on several UV Maps but not on all UV Maps (some are x:4 y:4 z:4, some are x:1 y:1 z:1).
I used Smart UV Project to unwrap.

Now when I try to bake this into one texture, the texture angles are getting messed up.



The Brick texture angles are changed by 90 degrees. Is there a function that keeps the angles like in the non baked object view?
I would be glad if someone could tell me a solution for this problem. Thank you in advance!

Sincerely Kazalla

“bake multiple textures assigned to different faces on an Object.” this made no sence… baking is the process of transfering data from one 3D object to the other, such as transfering color between two objects with different UV maps, or baking a normal map from a hi poly model to a low poly model.

“UV Maps (some are x:4 y:4 z:4, some are x:1 y:1 z:1).” - this depends heavily on how you texture it. how do you texture your model? do you paint it, or is it a texture online? also, show us the base texture of yours

“I used Smart UV Project to unwrap.” - that button is aids… dont use it, learn to UV map properly.

“Now when I try to bake this into one texture, the texture angles are getting messed up.” what are you “baking” into one texture? do you have different textures for individual objects? you cant simply bake them together, as it will merge the UV maps, and if any UVs overlap eachother you will run into trouble. everything should be merged when you UV map it.

also, what do you mean by “texture angles”? the rotation of the UV islands?

“The Brick texture angles are changed by 90 degrees.” - here we have that texture angle again, are you rotating the texture? the UV islands? what do you mean?

Conclution, i think you just dont know how UV mapping works, look up some tutorials.

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It’s the materials that are assigned to faces, not textures.

“UV Maps”, plural, so I’m guessing it’s a mixup with the UV maps. For baking source image nodes it uses UV map that is set to active on render by default, when you don’t connect another map to them. For target it uses the selected UV map, even if you connect another map to it.

The viewport textured shading mode also shows different result based on the selected UV map, not what is set as active to render and bake.

No painting, I assigned materials to faces (thanks JA12) and opened a texture file (1024x1024, seamless from textures.com) for each material.

The whole Pyramid is one object.

Yes I rotated some of the UV islands not the whole texture itself.

EDIT: There are two UV maps. This one with all materials selected:


And this one for the bake process:



I hoped when baking, it would keep the textures like in the 1st screenshot.

EDIT2: Found the solution, the inside of the pyramid is hollow and I didn’t assigned a material to the faces there. Thought it is unnecessary . Now I assigned a material for them and the baked texture is finally correct:


Thanks for the help.