I got a problem with creating a UV texture for a complex object. For simplicity
let me explain my problem on a simple cube:
Assume, the cube has been UV-unwrapped and the uv-map exists already, containing 6 square faces.
Now I select one face only, then in the UV-image editor i open an image (image1) and map it to the selected face.
I do the same thing 5 more times, but for each UV face of the cube i open a different image (image2 - image6).
When now looking at the cube using draw type “textured” i can see my 6 images nicely placed on the 6 cube sides, where i expect them to be. That’s fine.
Now in the final step i want to create a baled texture, that contains all my 6 images with each face-to-image-mapping preserved. So i can use the final result as one single texture-file for the whole cube. Isnt that part of what texture baking is about ?
But whenever i try to do it (using render -> bake -> textures only), i always end up with a black cube,
and all my input images get overwritten with black…
As soon as i click on image -> reload, the original images reappear on the cube at the correct places…
I get something, when i use map input and multiple UV-maps, but this doesn’t allow me to use multiple images,
or at least i havent figured out, how that should be done. So… what am i doing wrong ???
I know, i could do this mapping manually in an external paint program, just export the UV-map, place the images at the correct places and thats it. But i want to do it in blender…
I would bet, that it is possible to render such a composite texture with blender…
I also played with the node editor, and maybe i have to use several UVmaps at the end, one for each face of the cube ? But i simply am now at the end of my phantasy. And i am almost sure, the solution is simple (as always
So, anyone can help me here ?
thanks a lot