#if you wanna try
1 messages · Page 1 of 1 (latest)
Well, I can safely say it looks a bit different
Whatever your "UV layout image" is, it doesn't match the UVs of the mesh
I think what happened is that you generated the UV layout, baked using it
Then after that did a new smart unwrap on this particular mesh
There's no single fix to this other than "do it correctly this time"
The best advice I can give is to just get more familiar with UV unwrapping and FBX exporting processes
wait
then how am i supposed to texture with that uv layout
imma try to remake everything again
hopefully i do it correct this time
The UV layout image is just a print of the mesh's UVs at that specific time
It's not valid anymore if you change the UVs after that
one sec lemme translate that
oh
ok now im confused, do i do the baking now orrr?
Sure, if you want to do it with baking
But that's also a whole workflow with a lot of potential miss-steps
If I recall correctly you didn't really need to bake, but it was originally your solution to this problem
That suggests UV island size of 0
Please look into more tutorials and do experiments on simpler meshes