Please see if you could help me, it’s very important.
. Right-hand side image: my first image UV texture. I painted the texture of the object. The result was bad, but the UV texture behaved right.
Left-hand side image: In the second image, I got my first texture from the blender kit and the flower I uploaded from my computer. but the UV texture result is different. The UV texture needs to be exactly like the first image. For each mesh, we need to have a UV-texture image. what to do??
You have a shirt that you Unwrapped and painted the texture on…you didn’t like the texture, but the UV was fine, Correct?
So you decided to change the texture with something off Blendkit and a Flower you had…and the UV is wrong?
Why did you unwrap the Shirt again? Or did you?
Why don’t the objects in your pictures not match? They look like two different objects…The Left one looks like a butterfly Sleeve Shirt and the right one I have no idea as the mesh looks like the seams were just wrong…
Can you share the Blend File? So that we can see what is what?
Please use: in blender Window → Save Screenshot…
to have an image which is not blurry and not bigger than the screen…
So if you use two different meshes… you will have to unwrap them… and… you will have two different UVmaps…
…so you have to texture paint ever single mesh separately…
u are right. They are two different models. The issue is that on the right-hand side, I painted on it & the result was stretched, not matching the sides that it has wrinkled with the rest. So on the next model first thing I did, I unwrap the UV, because this way the texture looks beautifully wrapped around the clothes no matter if it has wrinkles or not. Also on the second one I used 2 textures, one is the main fabric the other one is the flower. but when I look at the UV map, the texture is under the pattern not sitting on it. How do u share the blender file, here? when I upload it, it says new users are not allowed to upload. I’m sharing the link here for u to review. I don’t have the right-hand side file anymore. I changed it to this new way with a different texture.
file.https://drive.google.com/drive/folders/1mrD5HNZ9D7qCCKOZBrOliHeCNDcumPWL?usp=sharing
Just spent some little more time here… it’s some SPAM prevention… (Maybe also look into you PM and follow the discobot tutorial…) or look at the BlenderArtists F.A.Q.
Also use the compress feature of blender (iwhen saving top right cogwhell icon ) since max size id ~5MB… ( hmm… but your 10mb file will only shrink to 7mb…)
for packing the texture
No, I have the flower, I just played with Alpha and got it blue with no details. Just the outline. This is not the issue. How can I make the main texture and flower on the UV editor show like the other image? How can I have the UV map like the other picture sit on the UV instead of showing it under the pattern? Right now it’s separated from the pattern, and thats the issue.
I’m not entirely sure what you mean so sorry in advance, but…
I don’t think you need to worry about that
The texture is not supposed to be on top of the pattern in the UV editor - or you wouldn’t be able to edit the UV map this way.
Assuming you’re referring to the fact that the first image you can’t see the UV map at all, (though from your photo I can’t tell in which editor you were when you took it) I’d guess that you’re either were not in Edit Mode OR didn’t select the vertices of the mesh.
this is what my boss what me to do which I understand but I do not know how to word it or do it in blender, " UV-Map and UV-Texture: For each mesh, we need to have a UV-Texture image. We would like the UV texture exactly like this (previous batch data):
"
so if you look at the left side of this image which is in the UV editing window. you can see the texture is attached to the UV map. It became the UV map of the cloth without the texture. like if you want to sew a cloth you buy a fabric, put the pattern on top of it & cut it. then sew the fabric. now our UV of the cloth in the blender is your pattern. we add texture to it. That is our fabric. after that, the UV map becomes the cut fabric ready to be sewn. I hope u understand it now. Now I need to see that cut fabric which is now the UV map with texture on it. Does it make sense?
You need to have the UV Seams in the same place as the real life edges of the different sections of the clothing.
I have seen 100’s of Clothing patterns. None had so many tiny random segments like we can see in your UV Layout.
You need to get your UV laid out in the correct directions - the same as a pattern is laid onto the fabric.
When the UV is laid out correctly you can then bake the pattern onto an image (research texture baking). That will give you an image like you show, with the colored pattern only showing in the shape of the pattern.
You can use this Blender file to lay the mesh out as the UV pattern - and it will have the fabric pattern on it if you have already set up the Shader Material correctly.
In the Geometry Nodes window use the mix nodes slider to control the transition from Mesh to UV Layout. Again - this works because the UV map is already done correctly. It is not a tool to do UV Mapping.
If you set the camera up above that Geometry Nodes unwrapped mesh and do a render then you should not need to do a bake. Set the render engine to 1 sample.
Also: in the UV window you can UV Menu > Export UV Layout so you can use Gimp / Photoshop or other 2D app to place the material onto the UV layout.
So as far as i understand this your wanted UV map is (!) the sewing pattern… but in your file you do not have such a complex as in the explanation/example but very simple one so that if you use a rose pattern with the node like @DNorman suggested… ( your model with roses pattern ) :
…so in this example you might just have the re-scale the pattern on the simple UV/sewing pattern…
…or you might want to bake this (back) on the sewing pattern like @joseph suggested… and might not have to build up the cloth from a sewing pattern like @Matakani proposed…
Because i do not know your workflow ( “batch data” ) you may have to “transfer” the sewing pattern into you 3D model… because cutting the model at the (sewing) seems and flatten out the surface of the model into a sewing pattern migth be not as easy as the flattening which @Matakani showed…
…at least i think this would be a little different than the real thing so the result may not be what you really want… but i also do not know the purpose of this model…
You may have to elaborate this to get a more suited answer.
I took a look at your file and there were a few problems…just simple things to fix…But I cleaned up the mesh ( got rid of the double seam you had as it is unnecessary and resulted in all those single faces scattered around the main cloth.
I re-did your Denem-Fabric material to put the Flower over the denim but keep the texture ( I didn’t use the Blue Gradient) but if that is something needed then it can just be dropped down on the Yellow Noodle next to it.
I did what you taught me, but now my boss is saying the baking result was done on another computer & results vary. I’m going to share the report here. Would you please tell me why is that? This is how I did my texture baking; I opened the shading window. on shader editor. I created the image texture and named it Diffuse. Then I went to the render menu; and rendered the engine to cycles. Under bake, I choose bake type diffuse. contributions I deselected direct & indirect, I only kept color selected. Then I selected the object & diffused the image texture, then pressed bake.
I saved the baked image in the file. I also put the different results in the main file for you to see. For example, the texture looks different than mine (theirs has artifacts) or the image is repeated in their computer but mine only shows one image of the dress. Here is the link to the files baked issue
To be honest - you do not actually tell us if it is the single or the repeating image that is wanted…
So with the Blender preview image of the icecream I do not know if I should suggest making sure the texture image is set to repeat or clip… But that is likely to be the cause of the difference.
About the only useful thing I could see was one of those files having the wrong UV map marked as the one to use for rendering. That means in the list of UV maps the wrong one had its camera icon selected.
Oh - the repetitive artifacts Image. Unplug the bump/height maps before baking. I am assuming it is the regular pattern that is the problem? Only the diffuse map needs to be plugged in to bake the diffuse map.
Asset 239 I guess is the same problem with extra things plugged in when baking.
Apologies If I am missing the obvious. I have had a really bad headache all day.