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Chapter 01 - First Encounters
Chapter 02 - Navigation
Chapter 03 - Layout Customizing
Chapter 04 - User Preference Changes
Chapter 01 - Menus, Modes and Display
Chapter 03 - Layers and Snapping
Chapter 01 - Mesh Data, Object Data
Chapter 02 - Object Tools
Chapter 03 - Mesh Tools - Extrude
Chapter 04 - Mesh Tools - Bevel
Chapter 05 - Mesh Tools - Subdivide
Chapter 06 - Mesh Tools - Working With Loops
Chapter 07 - Mesh Tools - Vertex Connect
Chapter 08 - Mesh Tools - Inset
Chapter 09 - Mesh Tools - Merging
Chapter 10 - Mesh Tools - Knife Tool
Chapter 01 - Ref Images & Traffic Cone Blockout
Chapter 02 - Traffic Cone Modeling
Chapter 03 - Normal Editing - Smooth/Hard Edges
Chapter 04 - High Res Traffic Cone
Chapter 05 - Camera Modeling
Chapter 06 - Modeling With Curves
Chapter 07 - Finishing The Camera Model
Chapter 08 - Removing NGons
Chapter 09 - Hi Res Lens And Ribbed Cable
Chapter 10 - Organizing And Naming Objects
Chapter 01 - UVs Overview
Chapter 02 - Mirror Modifier
Chapter 03 - UV Unwrapping The Base
Chapter 04 - UV Unwrapping The Cable
Chapter 05 - UV Unwrapping The Cone
Chapter 06 - UV Final Layout
Chapter 01 - Baking Setup And Creating Images
Chapter 02 - Baking Ambient Occlusion
Chapter 03 - Baking Normal Maps
Chapter 04 - Creating The Base Color Materials
Chapter 05 - Baking The Base Color
Chapter 06 - Setting Up A Complete Material
Chapter 07 - Cord Baking And Multiple UV Sets
Chapter 08 - Baking The Camera Lens
Chapter 01 - 3D Painting Setup
Chapter 02 - Painting A Vertical Gradient
Chapter 03 - Multi Layered Painting
Chapter 04 - Worn Edges With Cavity Masking
Chapter 05 - Baking All Layers Down To 1
Chapter 01 - Importing A TF2 Character
Chapter 02 - Rigging And Placing The Asset
Chapter 03 - LOD Creation
Chapter 04 - Exporting As OBJ
Chapter 05 - Importing Into Team Fortress 2
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Section 7 - 3D Painting
Sept. 24th, 2015
Creating the final baked images aligning everything into 1 UV map, 1 diffuse texture and 1 normal map.
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So I've been following this tutorial (and having a ton of fun doing so!) without any major issues up until this point. Unfortunately, I'm now having difficulties when trying to join the objects together, specifically regarding the UVs.
Upon joining the camera object with the others(or simply selecting the default UVMap for it), the lens normal map appears to distort; it's as though the mirrored side gets inverted, but even the original side seems to change too. I've tried researching the problem online but have had no luck really fixing it. I've tried re-positioning the UV islands, renaming the normal maps, and much more, but to no avail. I even tried pushing ahead with the tutorial to the point where everything is re-baked into one map, but that had no effect.
In a similar vein, the normal map for the cord also appears to break when joining with the other objects. Before joining, the reflections are uniform, exactly as you'd expect. After joining, they become jagged, in sort of a zig-zag kind of formation.
I would very much appreciate if you could help me with this problem- I'm so close to finishing up, it's just killing me to get stuck on this last step!
Here's a picture that summarizes the issue: https://drive.google.com/open?id=1CL0CELeIQLslNkIYOQAvyhRPd9b9C4m1.
And here's the packed blend file in case it might help: https://drive.google.com/open?id=1C-M748APQySEV6Ibhn8QQaunLn9CHr14.