Material looking like plastic when it should not.

I’ve searched everywhere and I don’t know how to solve it yet… I have a mesh with different elements with different materials, but some reason a wood material looks like plastic in an element but in a different element it looks fine…

As you can see, the same material in different elements, but the piece in the middle doesn’t look like it should…
If you know why does it happen I would really appreciate it, thanks!

hi bulldoze maybe you have a problem with your fbx i was in the more and less in the same problem, check if your model dont have a second set of uvs, this cause the plastic effect, also check you uvs for malforminga likes flips or overlaps.

i hope help
cheers

hmmm… downloaded it from blenderswap and exported it from blender, I don’t really know how to use it, I know how to use Maya… I don’t know how to do what you said ^^’

jaja ok my friend, you know how to do UV maps on maya? open maya and open the fbx, go to modeling tab in maya 2016 or polygon tab in prev version, watch for uv section and open the uv editor, inside the uv editor go to uv sets tab, here you must see a list of uv sets, probably you have 2 or more here with ugly flip uvs, so select one and from the Polygons tab look for delete current uv set!

i am almost sure with your issue is from uvs, i hope this can help

cheers

Sounds great! But… I can’t open the fbx with Maya, unrecognized file… ^.^’ It could be really nice if I can work with Maya instead of Blender… :smiley:

Ignore that, the plugin was off… xD I will try what you said! Thanks :smiley:

Well, I’m right there and I think the problem is the next one:

Here, I have selected the part that gives me the problems and I can see that it doesn’t have any UV map.

Meanwhile if I select other part, it has… Could it be the problem? How do I add that to the other part? (Sorry for newbies questions but I’ve never used this tool…^^/)

yes 0 uvs, i told always uvs, ■■■■ uvs

Go in to the material properties and put the roughness as high as you want (using a constant)