I did screen shots along the way, so the captions will tell you the steps I used in the workflow. I didn't have any issues with it as you will see in the final result. Note that this was just a test to see how it worked so I was not concerned with lighting or the actual texturing. Just the steps to create the 'combo' map.
For I'm not sure why it didn't work for you, but hopefully somewhere in here you may find a missed step or something that will give you the 'aha' moment ;)
It's a boy! Healthy 8lb 10oz. My son's first, so he is amazed lol
It was a long, stressful labor that finally ended with a C section around 7 pm last night, so we were all glad that Mom and baby are good now :)
The first time it happened it took me a while and several WTFs lol, to figure it out. I thought I would share in case someone else has the same issue and so easy to solve I am kind of embarrassed that I let it happen twice :P
So the problem was that I had the lower part of the avatar hidden, so when the texture baked it created the black spots where the avatar poked through lol. Easy fix is to move delete the lower part, move to another layer, or any method you want to use so that it's not under the pants when baking :)
Once I deleted it the texture baked just fine
At least it didn't take too long to figure it out this time, not nearly as long as some issues I have had. Usually I do have the avatar on another layer, but this time for whatever reason, I had it showing with just the legs hidden
I agree clothing is a lot of work lol, but seeing as I am seamstress in RL I find it fun and rewarding when I can actually complete an outfit. TOTALLY different way of making clothes of course, but having a sewing background definitely helps with the uv mapping ;)
This is a package of building components that I am working on, mainly focusing on people that don’t really build, but want a house they can customize easily. The walls are all separate, but have window and door frames. The windows and doors will also be separate so they can be change if desired.
I ran into a few challenges with baking them in blender cycles, so these are my findings. Now I will know better next time and save time lol. Details are in the photo comments.
you are most likely right about that and I hope mine pushes me out to party sometime soon. It's been way too long lol
I still have some work to do on the textures, but this was a test to make sure the rigging, fitting, etc. worked okay inworld before I do too much more. I'm happy with how they work so I will go back and work on the textures.
The belt won't be seen in most cases, but I did make it with kind of a buckle with a metal texture (brass, gold & silver) and the belt itself with a white leather texture. Easy for anyone to tint the leather to whatever color they want. So it is one cycles baked texture per object, 256 for the belt and 512 for the pant. The sweater is just a material as I have to do the texture for that.
The shoes and hair I made a while back but thought they would go nicely with this outfit. All fitted mesh, but also still a bit of work to do on the weighting in a couple of areas.
Definitely WIPs, but getting there little by little :)
Create the new image and choose the grid as Chic posted. Then in the node editor set up the nodes as shown, using the 'grid' image as the Image Texture. You should then be able to see the grid on your model in Material view.
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