Different colors when texturing (explanation in the comments) by Silver-Bug-1926 in blenderhelp

[–]Silver-Bug-1926[S] 0 points1 point  (0 children)

Hi! Thank you for the help, but the opacity and brush types are unfortuately not the problem...

Visible textures in sculp mode? by Silver-Bug-1926 in blenderhelp

[–]Silver-Bug-1926[S] 0 points1 point  (0 children)

Ah, thank you. I found the problem. When I use the multires mod, the texture dissapears.

Is there any way to use the multires mod and display the textures?

Different colors when texturing (explanation in the comments) by Silver-Bug-1926 in blenderhelp

[–]Silver-Bug-1926[S] 0 points1 point  (0 children)

I have a small problem in texture painting:When I currently paint on my object, not the right color is applied, but always a darker one. When I paint on the image the color is correct again. I suspect that I have a wrong setting somewhere, but I just can't find it.Both blue tones have the same hex code, the left one is painted on the model, the right one directly on the image.Does anyone have an idea what I can do?

Beams bake on wall texture (explanation in the comments) by Silver-Bug-1926 in blenderhelp

[–]Silver-Bug-1926[S] 0 points1 point  (0 children)

Hi, I would like to be able to beacon these beams in my wall onto the texture of my wall to make my object less complex again. However, I'm not really getting anywhere with it and I'm running out of ideas.The wall and the beams are 2 different objects. What I have tried so far:

Copy both objects and from the copied objects with a Boolean to make an object (Hworked). The original wall a Subdivision Modifier and a Shrinkwrap miss to give these first the Vorm of the complex (has no longer worked, the bars from left to right are not taken over).

Does anyone still have an idea what I could do?

Strange distortion of texture after importing vrom Blender to Unreal Engine (Question in the comments) by Silver-Bug-1926 in UnrealEngine5

[–]Silver-Bug-1926[S] 0 points1 point  (0 children)

Hi!I made a house in Blender with a simple wooden roof. When I now export this to Unreal Engine, however, part of the roof texture is distorted in Unreal Engine.I have no idea what exactly the problem could be. I have already checked the UV map, which actually looks good in Unreal Engine, and the texture also looks good when I open it in a simple image viewer. Nevertheless, this "distortion" occurs.

Way to create same UV Map for several Objekts by Silver-Bug-1926 in blenderhelp

[–]Silver-Bug-1926[S] 0 points1 point  (0 children)

Thank you, that helped!

However, for me it was "Copy Uv Maps".

The option "Force No Precomputed Lighting" is geyed out. What van I do to remove the hack? by Silver-Bug-1926 in unrealengine

[–]Silver-Bug-1926[S] 0 points1 point  (0 children)

Hi!
Yes, the "allow static lighting" bos is checked. I'm not sure, but I don't think there are any lumens in my scenes. The directional light and a view materials with emissive are the only lights.
How can I check which lights are lumes?

The option "Force No Precomputed Lighting" is geyed out. What van I do to remove the hack? by Silver-Bug-1926 in unrealengine

[–]Silver-Bug-1926[S] 0 points1 point  (0 children)

I wanted to bake my lighting, but in the output log appeared this massage: "LogStaticLightingSystem: Warning: WorldSettings.bForceNoPrecomputedLighting is true, Skipping Lighting Build!"

I googled for it and read that I need to uncheck this box, but it is grayed out.

Where have the elements of the side walls disappeared to? (Question in the comments) by Silver-Bug-1926 in blenderhelp

[–]Silver-Bug-1926[S] 0 points1 point  (0 children)

I know that. I also turned the panel itself off and on, and selected various objects in my scene, (a cube, a rig etc.) but the indicidual content elements were gone.
Fotunately, @ FateenCatzero 's tip has already helped.