[Archived - Insoo] Displaying Multiple Textures on All Parts of a T-Shirt in Blender

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Posted by “Insoo” on February 20, 2024.

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Hello, I'm working on an all-white t-shirt, but only the front part of the texture is showing.

스크린샷 2024-02-20 오후 11.17.31I've divided the shirt into three parts: front, back, and sleeves, each with its own UV map. The following are my node setups.

스크린샷 2024-02-20 오후 11.18.19스크린샷 2024-02-20 오후 11.18.27스크린샷 2024-02-20 오후 11.18.36However, when I try to display the back or sleeves by clicking on the camera icon of their respective UV maps, the other parts turn black.

스크린샷 2024-02-20 오후 11.17.50How can I make all three parts of the material visible simultaneously? Any guidance would be greatly appreciated.

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Community posted 3 months ago Admin

Posted by “FlexFactor” on March 08, 2024.

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it should be obvious but i will add a disclaimer: SAVE BEFORE YOU DO THIS. dont lose ur UV unwrap haha, each of ur UV instances may have ur unwraps saved while not preserving the unwraps in other UV instances, which i am unsure of. so make sure ur unwrapping is preserved by selecting the appropriate vertex group and double checking in the UV editor panel in blender that ur UV is still unwrapped the way you want it to be.

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Community posted 3 months ago Admin

Posted by “FlexFactor” on March 08, 2024.

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delete all ur UV map instances, and all ur materials, all ur vertex groups (if any).

starting from scratch.

Make ONE UVmap instance. and keep that selected.

 

then, in edit mode, select all the vertices/faces of the front of ur shirt, and assign it as a vertex group

do the same for the rear, and the same for the sleeves. this is purely for ease of editing because instead of using UV instances, it is better (for IMVU creating) to use vertex groups in your workflow (in my opinion)

 

create your 3 materials, and in each use a image texture node attached to base colour, as you have done.

in each image texture node for the different materials, load in the individual textures. Remember to name ur materials as front [0], back [1], sleeves [2]. you can use whatever numbers u want, but IMVU will read the number in the bracket as the material ID when u import.

thats it for materials. u do not need a UV coordinate node, or anything else. Just image texture node -> BSDF. thats IT. u can also use image texture node -> alpha to mimic how opacity maps will work in imvu studio.

 

now in edit mode, select the vertex group for the front of ur shirt, then assign it the appropriate material. then deselect, and select the back, and assign the material that holds the back texture, and lastly do the same for the sleeves. remember to only have 1 UV map instance which will hold all ur materials, and all ur vertex groups. when ur ready to finalize, just delete all ur vertex groups.

 

reach out to me in case of any further questions. my @ on VU is FlexFactor

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Community posted 3 months ago Admin

Posted by “jazzKat” on February 25, 2024.

[Archived]

Or in planer language, the UVMap instances aren't important, your material assignments are. All the UVMap does is provide a mapping reference, so long as you use separate materials for each image assigned to the shirt, they can all use the same UVMap instance.

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Community posted 3 months ago Admin

Posted by “jazzKat” on February 25, 2024.

[Archived]

You can't use multiple UVMaps for IMVU, meshes can only have one. So the problem you're seeing is likely because you're got different images mapped to specific UVMap instances that won't show in IMVU.

 

To fix this you basically need to combine the UVs into the same image and then delete the additional UVMap instances. See this for more on UV Editing in Blender - https://www.katsbits.com/codex/uv-maps/

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Community posted 3 months ago Admin

Posted by “Insoo” on February 23, 2024.

[Archived]

Thank you! I just sent the email :)

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Community posted 3 months ago Admin

Posted by “Drosselmeyer” on February 23, 2024.

[Archived]

@Insoo​, Sure. I can have a quick look. Please send your file to studio@imvu.com

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Community posted 3 months ago Admin

Posted by “Insoo” on February 22, 2024.

[Archived]

Thank you for your quick reply. Unfortunately, even after removing the mapping and texture coordinate nodes, as well as editing the UVs, the problem persists. I have not been able to come up with a solution for this issue for over a week now. Could you please take a moment to review my Blender file? I can send it to your preferred email address. Your assistance would be invaluable at this point. Thank you in advance for your help.

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Community posted 3 months ago Admin

Posted by “Drosselmeyer” on February 21, 2024.

[Archived]

I am not sure, but it may be caused by the mapping and texture coordinate inputs you have on the texture. As far as I am aware you don't need these input. Applying manipulating the UVs is done through the UV Editing workspace.

blender-uv-editing-workspace

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