04-30-2022, 07:43 PM
(This post was last modified: 04-30-2022, 08:51 PM by Random Talking Bush.)
(04-30-2022, 06:29 PM)FreohrWeohnataKausta Wrote:I had it as channel packed from following the tutorial, tried to set LYM to Raw but nothing changed. It should be fine as Piplup is pretty inconsistent in everything it shows up in about whether it has the blue eyes or not. It does in the game, but it should still work with black eyes for what I want it for.(04-30-2022, 01:19 PM)Xathonn Wrote:(04-29-2022, 06:57 PM)FreohrWeohnataKausta Wrote: You can indeed export the fully-colored texture by a method called 'Baking'. I don't have a tutorial for that, and most of the tutorials I've seen typically don't do it in the way I like to do it.I've gotten the textures on this mostly fixed, although there's a weirdness with the eyes. I took a few pictures of what's going on with descriptions. https://imgur.com/a/jXuvJML
The way I do it, I attach the input that goes into the Principled BDSF into the Material output, and bake out by Emit with 5px, with Render Samples at 1 (so it goes by faster).
Example:
*image*
I'm not super experienced with model making, fairly new to it. Do you know why this would be happening?
That's the same fix as i told F0x06 earlier: set the LYM to Raw- that'll fix it. If anything you use uses the Color Assignment method, always set the Color ID Map to Raw, or make the alpha Channel Packed (though making it Raw is easier, since it's right there and not in a new menu) so that it will work and show up in Cycles.