The 3D modelling process of making a 2D image representation of a 3D model, although it is typically used to refer to mapping textures to 3D objects. It is especially used in games as it is an efficient and compact way of texturing objects.

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1answer
92 views

3D position of an arbitrary UV coordinate

I have a UV map for a 3D mesh that encodes "links" between pairs of UV coordinates. I have previously defined this links (or pairs), one to one. The links are enconded using the function rgb_color(u1, ...
3
votes
1answer
145 views

Rasterization Rules and States

This thread directly concerns lightmap generation; however, indirectly, the rasterization of polygons by the GPU. I am currently generating lightmaps using a pixel shader. To the shader I send 3 ...
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2answers
3k views

How can I prevent seams from showing up on objects using lower mipmap levels?

Disclaimer: kindly right click on the images and open them separately so that they're at full size, as there are fine details which don't show up otherwise. Thank you. I made a simple Blender model, ...
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2answers
290 views

UV Atlas Generation and Seam Removal

I'm generating light maps for scene mesh objects using DirectX's UV Atlas Tool( D3DXUVAtlasCreate() ). I've succeeded in generating an atlas, however, when I try to render the mesh object using the ...
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0answers
31 views

XNA HLSL UV Mapping

I was testing my hlsl lighting shader, I've copied it from a tutorial and it works perfectly, but all the meshes in the model needs to have texture coordinate, I guess this is because this part: ...
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1answer
52 views

Loading non-square textures, from a 256x256 spritesheet in lwjgl(JAVA)

so I'm doing lwjgl, so far I have the loading of 16x16 textures from a 256x256 spritesheet all working, using this code to get the location of the textures: public Vector2f[] calculateUVMapping(int ...
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1answer
77 views

Looking for a full featured C/C++ UV Mesh Unwrapper [closed]

My first question! Is there an open source C++/C piece of code easy to integrate to solve the UV Unwrapping of arbitrary meshes out there ? I would like to use it to build a light mapper or similar ...
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2answers
85 views

How does Texture Mapping work?

I read the answers from What exactly is UV and UVW Mapping? and How does UVW texture mapping work?, which are quite nice, but am still not 100% sure, if I understand correctly. Lets start with a 2D ...
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1answer
50 views

Is it okay for UVs to touch border?

As a matter of habit I always shrink UVs to just below the full texture space, even for single island things like sprites. Can I have my UVs touching the actual border or is this bad practice?
5
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2answers
277 views

How can I find the right UV coordinates for interpolating a bezier curve?

I'll let this picture do the talking. I'm trying to create a mesh from a bezier curve and then add a texture to it. The problem here is that the interpolation points along the curve do not increase ...
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0answers
83 views

Sphere Texture Mapping shows visible seams

As you can see from the above picture there is a visible seam in the texture mapping. The underlying mesh is a geosphere based on octahedron subdivisions. On that particular latitude, vertices have ...
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1answer
150 views

Could you explain this calculation of tiling and offset?

I don't understand why we add +colNumber when we calculate the offset = Vector2 ((uIndex+colNumber) * size.x, which gives us x=3 for the index 13, which is the square located at the coordinates x:1, ...
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1answer
93 views

How do I convert a horizontal, panoramic skymap texture into a “dome” version of itself?

How do I convert the following skymap image: into a "dome" version like the one below? I'm looking towards making use of Adobe Photoshop for the task at hand. However, I'm at a loss on what ...
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0answers
29 views

Bad interpolation with texture in mesh

My mesh looks fine on Blender, but when I export it to my rendering engine (Ogre) the colors seem interpolated, screenshot below. I am using filtering none in my material, so it shouldn't have any ...
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0answers
30 views

How do I optimally give current UVs to the shader for animating a spritesheet?

I've implemented sprite animation by passing UVs into the shader with the good-ol' shader.SetParameters[] call. In the vertex shader, I lerp the new UVs with the Texture Coordinates of the original ...
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1answer
2k views

Texture atlasing in Unity

I'm researching new ways to optimize games for better performance. Currently I am working on texture atlasing, which is giving me a hard time. I made the atlas using Texture2D.PackTextures and saved ...
2
votes
2answers
356 views

3D position to UV coordinates in fragment shader

I am interested in converting an arbitrary 3D position computed at run time in the fragment shader to its corresponding UV coordinates. Notice that the 3D position I am interested in is NOT a 3D ...
5
votes
1answer
120 views

UV interpolation is wrong with a wide FOV

How should I take FOV into account when interpolating UV coordinates? This picture shows the result today. Everything works fine with a narrow fov, but when I make it really wide, things deviate. The ...
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0answers
229 views

Unity : shader that uses mesh.uv to tile texture atlas and mesh.uv2 to tile light atlas

I'm using a texture atlas and a light atlas to tile a mesh. I have the texture atlas working fine. I can apply textures and create a sort of tile map on my coded mesh. At the moment I'm using the ...
2
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1answer
507 views

Unity UV map, tint / change color of texture

I have an array of vertices with texture coordinates for a UV map in Unity: newUV.Add(new Vector2 (0, 1)); // FACE 1 newUV.Add(new Vector2 (1, 1)); newUV.Add(new Vector2 (1, 0)); newUV.Add(new ...
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1answer
94 views

How can I adjust the UVs of my quad so my texture isn't flipped?

My sprite geometry is reversed using matrix so that it is in the XZ plane. This results in the image used for the sprite to also be reversed, which I don't want: (source : ...
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1answer
535 views

How to compute tangent and bitangent vectors

I have a texture loaded in three.js, then passed to the shaders. In the vertex shader I compute the normal, and I save into a variable the uv vector. <script id="vertexShader" ...
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0answers
91 views

Wrong UV mapping when using small textures and positions

I am using a really small texture (64x64) and when I use it as a UV map on my mesh, there are some incomplete lines from the color of the other side of the UV map rendered as well (in this case, ...
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2answers
623 views

What are some ways to texture map a terrain?

I'm working with XNA on a 3D Game, and I'm trying to have a proper and nice environnement. I actually followed a tutorial to create a terrain from a heightmap. To texture it, I just apply a grass ...
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0answers
119 views

Bad texture on model with different GPU [closed]

I have some kind of distortion on the texture of my 3D model. It works perfectly well on an AMD GPU, but when testing on a integrated Intel HD graphics card it has a weird issue. I don't have a ...
3
votes
1answer
328 views

Finding Pixels within UV Coordinates

I am building lightmaps for 3D models. My lightmap algorithm needs to determine which pixels( lumels ) within the lightmap texture fall within the boundary of a mesh face( triangle )...this process ...
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0answers
94 views

Generate complex (non-convex) polyhedron UV mapping

I need to find an approach to the problem of generating texture maps for non-convex polyhedrons without using a design tool like Maya. Specifically, I am mapping simulation results data onto a 3D ...
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vote
1answer
137 views

UV Coordinates of “curve” (or “bend”)

I am looking for some tutorial or equation how to map texture from square to "curve" or "bend". (Example on image below) I have tried to convert coordinates of unit circle to UV, but that gives me ...
1
vote
1answer
83 views

Variable sized cube texture stretching problem

I have a 1x1x1 cube made in Blender with a simple UVW mapping. It represents a 3D platform of variable size. The thing is that this cube gets resized a lot, and I want to draw a "border" of a ...
5
votes
4answers
3k views

Can't understand these UV texture coordinates (range is NOT 0.0 to 1.0)

Hey, hello guys, I am trying to draw a simple 3D object generated by Google SketchUp 8 Pro onto my WebGL app, the model is a simple cylinder. I opened the exported file and copied the vertices ...
2
votes
1answer
513 views

Trouble with UV Mapping Blender => Unity 3

For some reason I am getting nasty grey edges around the edges of rendered 3D models that are not present in Blender. I seem to be able to solve the problem by reducing the size of the UV coordinates ...
5
votes
2answers
953 views

How to texture a surface generated by marching cubes algorithm?

I'm working on a voxel game, and I have some problems with texturing. I have read the related questions on this stack exchange, but they seem adressing a generic problem (using triplanar texturing), ...
5
votes
2answers
365 views

Automated texture mapping

I have a set of seamless tiling textures. I want to be able to take an arbitrary model and create a UV map with these properties: No stretching (all textures tile appropriately so there is no ...
2
votes
1answer
159 views

Texturing spherical terrain, seemingly arbitrary distortion

I'm using this algorithm to find texture coordinates on a sphere: Wikipedia UV Coordinates I get the famous seam due to the wrong interpolation, but I also get odd distortions on certain points on ...
0
votes
2answers
887 views

Texture mapping issue in my Wavefront *.obj parser

I wrote a simple *.obj parser reading read vertices, texcoords and normals. But when I draw a model the texture isn't mapped correctly. I have already tried uv.y = 1.0f - uv.y to get inverted Y axis ...
15
votes
2answers
5k views

What exactly is UV and UVW Mapping?

Trying to understand some basic 3D concepts, at the moment I'm trying to figure out how textures actually work. I know that UV and UVW mapping are techniques that map 2D Textures to 3D Objects - ...
7
votes
1answer
276 views

Is there any difference between storing textures and baked lighting for environment meshes?

I assume that when texturing environments, one or several textures will be used, and the UVs of the environment geometry will likely overlap on these textures, so that e.g. a tiling brick texture can ...
0
votes
1answer
935 views

Texture mapping on gluDisk

I'm trying to map a brick texture on the edge of a fountain and I'm using gluDisk for that. How can I make the right coordinates for the disk? My code looks like this and I have only found a function ...
1
vote
1answer
290 views

What to do to UV coordinates, when swapping Z/Y coordinates (axis) of the geometry?

In my Maxscript exporter I have the ability to flip the Z/Y axis by simply swapping the Z and Y co-ordinates. When swapping the axis this way, what is the correct thing to do to the UV coordinates? ...
2
votes
3answers
1k views

Mapping rectangular texture on trapezoid-like shape

I have a problem with rendering rectangular textures on non-rectangular surfaces. While googling, I found a thread with person having a pretty similar problem: ...
2
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0answers
1k views

Interactively edit UV mapped, textured mesh in Cinema 4D without distorting texture?

I'm fairly new to Cinema and I'm building a rigged flat (2d) character out of illustrated pieces. I want the meshes to have an efficient number of polys but sufficient resolution where they'll bend ...
11
votes
1answer
3k views

How does UVW texture mapping work?

I'm trying to understand the mathematical theory behind UVW mapping. Can anyone explain me how UVW mapping works? Or at least provide me a pointer?
2
votes
0answers
364 views

Programmatically determine UVs by rotating a plane along X axis

I'm having a math brainfart while trying to solve what might be a simple problem. I've got a plane in 3d space (it's actually the face of a 10-sided die): Coordinates [x,y,z]: Point_top = [0,0,1] ...
2
votes
1answer
812 views

Drawing a textured triangle with CPU instead of GPU

I understand the benefits of GPU rendering and such, but for a certain limited application I need to render textured triangles purely using CPU. I've built a 3D engine capable of object handling, ...
2
votes
1answer
640 views

XNA UV Mapping flipping the Texture every second time

I am making a tile based game. Recently I moved to drawing tiles as primitives to speed up things and also allow for easier lighting (Vertex Shader). I then took it a step further and made some ...
2
votes
1answer
2k views

Multi texturing in XNA

I am attempting to make a map editor for my game, just so I can visualize how the end result would be. To my world I can add cubes (2 triangles) or corners (1 triangle), which are then added to a ...
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0answers
79 views

Organize different layers of repeating texture

I'm using Blender for creating assets for a 3D video game (FPS). Particularly i have to create a long wooden fence and i'd like to use one 700*700 texture for the entire fence so different part of ...
0
votes
1answer
299 views

UV mapping: Untextured faces?

Im currently trying to texture a (transparent) cylinder. I want the texture image to wrap sideways around the cylinder but not the top and bottom faces, they are supposed to just stay untextured (so ...
0
votes
1answer
369 views

Computing uv coordinates on a sphere approximated from an octahedron

Right now I'm texturing the octahedron with the formular from wikipedia(Finding UV on a sphere): UV Coordinates Wikipedia That unfortunately leads to heavy distortion right at the beginning, which of ...
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vote
2answers
806 views

Optimizing UV Map Sheet Based On Surface Area?

I am trying to get my UV Map Sheets Optimized Based On Surface Area , I need Them optimized cause my scene area is huge and i want to use them in UDK so i am trying to get maximum possible ...