texture does not apply correctly on several faces - blender

After rendering a simple object, some faces have a corrupt texture, even all faces should use the same texture.
Did i miss something or does anyone knows a workaround for this?
Removing Smooth shows the correct texture.
Similar issue with other textures
Removing and recreating faces does not solve the problem.
Below a link to the Blender File.
Thank you very much.
Blender File example:
https://skydrive.live.com/redir?resid=9260E6210D9A2E5B!807&authkey=!AEKG2Qgg1spEHCc
Edit: Im using Blender 2.68a Windows 64 bits on Win8

Under the Mapping section in the texture settings, change the texture coordinates from Normal to Generated.

Related

Keep textures from stretching when extruding faces in Blender?

I'm trying to make a map in Blender but I'm getting weird texture stretching problem when I extrude along some faces. I've enabled "Correct Face Attributes" in Options, and it helps, but in some cases I still get this stretching:
Any pointers on how I could fix this?
Found the perfect answer here: https://blenderartists.org/t/extruded-correct-face-attributes-texture-is-distorted/1270185
Using hex-planar UV mapping, things are looking as they should!
Fixed Screenshot

GLTF and USDZ repeat and scale texture problem (tiling texture)

We're trying to do tiling textures for AR Quick Look (iOS in USDZ (pixar) format), but issuing a problem.
What we have:
Project in the blender, where we use scaling texture via mapping (screen below) and everything looks fine like it is tiled properly.
When I do export in GLTF 2.0 you can see, that texture is not scaled (scale should be 100, 100) and that is why it looks bad. Doing not tiled textures for (for example) roads, is bad idea, so, that is why i'm using it.
The same goes to usdz.But i think that it is because of GLTF format
Not sure if while exporting from blender to gltf i should do something correctly
This question might be better suited for Blender SE, not here.
The glTF exporter is looking for a shader node called "UV Map" instead of that "Texture Coordinate" node you have there. I realize the names are almost synonymous, but the "UV Map" node has a chooser for which UV Map, and that's what the exporter wants to find. (For more detail, there is documentation.)
Also I don't know if glTF export supports that little splitter node you have in your graph there. Try drawing individual lines from the "mapping" box to each of the image textures.

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I follow some online tutorials to do the rigging and posing in blender. I create bones and vertex groups, then bind them together. When I move on to rigging, the deformation of the mesh is quite weird. I searched on the internet and didn't find an answer. I wonder if anyone can help? Thank you very much!
Image here (http://s17.postimg.org/wn4z8fjd9/strange.png)
It looks like they have wrong weights for the bones.
Try first to remove the parenting for the mesh and parent the mesh again using the "automatic weight" option.
After that you fix the remaining problems in weight paint mode

How to add images to painted texture in blender?

When painting textures in blender, I would like to add existing images to the texture image. But blender does not seem to provide such functions.
I tried external editing in photoshop, but the uv unwrapped vertices are lost and so there's no reference points available.
Thanks!
This question would be better suited to blender.stackexchange and maybe a little more info on what steps you are trying.
In the image editor after you unwrap you can use UVs->Export UV Layout to save the uvs for use in an external image editor.
When using Texture painting mode you also have options to use an image as a brush texture.

Render texture and normalized view rect in Unity

I'm using Unity 3D 3.5 pro.
I've got this scene with two cameras in it. One of them is looking at a plane that has a render texture on it. The other is recording the render texture. When the camera that's recording the render texture has a 1:1 normalized view and height rect, everything is fine. But when It's something different, some weird stuff happens -- the render texture's image becomes distorted. I've tried releasing and discarding the render texture's contents in an update function, but nothing changes! It's totally stopping the project I'm working on from being completed. I have pictures here to explain the situation in detail. The reason its a problem is because i need to be able to place non rectangular objects in front of the square and not have their scales appear to be distorted, due to the scale of the plane on which the render texture is being shown not being a square. What could I be doing wrong?
I also placed a similar question on unity answers, but received no usable help there. Here was the thread:
http://answers.unity3d.com/questions/389094/rendertexture-normalized-view-rect.html
I figured it out. I needed to mess with the offset and tiling of the rendertexture. Silly rabbit!