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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15
votes
3answers
8k 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 - ...
11
votes
1answer
4k 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?
10
votes
5answers
835 views

Texturing an asteroid

I'm trying to texture this asteroid so it looks reasonable. I'm missing something though. Following this tutorial, I got this so far. Now I don't understand the next step: how do you resolve the ...
8
votes
1answer
286 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 ...
8
votes
2answers
2k 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 ...
6
votes
3answers
2k 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), ...
6
votes
2answers
1k views

UV texture mapping with perspective correct interpolation

I am working on a software rasterizer for educational purposes and I am having issues with the texturing. The problem is, only one face of the cube gets correctly textured. The rest are stretched ...
5
votes
2answers
5k 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, ...
5
votes
2answers
426 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 ...
5
votes
4answers
4k views

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

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 positions, indices, ...
5
votes
1answer
259 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 ...
5
votes
2answers
520 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 ...
5
votes
1answer
3k views

How to correctly export UV coordinates from Blender

Alright, so I'm just now getting around to texturing some assets. After much trial and error I feel I'm pretty good at UV unwrapping now and my work looks good in Blender. However, either I'm using ...
4
votes
1answer
216 views

What uses are there for multiple UV maps on a model?

I'm trying to think of some reasons why there might be more than one UV map on a mesh. Usually I just unwrap the model, and the same UV map works for both the diffuse color texture, the bump map ...
4
votes
1answer
327 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 ...
3
votes
1answer
191 views

Can Unity support / use textures that are not square?

I have been told by another highly skilled Unity artist that Unity cannot efficiently handle non square images. Since that doesn't sound right to me, I wanted to get a second or third confirmation to ...
3
votes
1answer
512 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 ...
3
votes
2answers
205 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 ...
2
votes
1answer
3k 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" ...
2
votes
1answer
1k 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
2answers
232 views

How would you UV unwrap an octahedron?

I tried to UV unwrap this octahedron, by slicing one of the sides. I was able to lay it out on the texture like this, but with severe distortions. Can someone help me UV map this without ...
2
votes
1answer
152 views

What is the performance impact of rendering a larger quad?

Lets say I have two planes and I textured them in blender with a 512*512 tiled texture. One plane is bigger than the other (for example, one plane tiles the texture 60 times but another only six ...
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
votes
2answers
743 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 ...
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 ...
2
votes
1answer
718 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
1k 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 ...
2
votes
1answer
649 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 ...
2
votes
1answer
51 views

Curvilinear distortion for mapping texture on quad sphere

I'm using the formula I've found here to map procedural texture on to a quad sphere. For example I'm working with a 3d panoramic cube map that I've generated with a simplex noise. Each face of the ...
2
votes
1answer
192 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 ...
2
votes
0answers
212 views

Blender move single UV point [closed]

Texturing in Blender and when I am moving UVs around in the UV/Image Editor I'm finding that I can't move a single UV point without moving all other UVs that are connected to the vertex. This seems ...
2
votes
1answer
442 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
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 ...
1
vote
2answers
550 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 ...
1
vote
1answer
295 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
96 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 ...
1
vote
1answer
145 views

UV Mapping Problems

I'm creating an alien in blender, doing my best to base it on the guys from toy story. When I create the UV Map and colour it, import it back in then take a look at it in a seperate window there is ...
1
vote
2answers
916 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 ...
1
vote
2answers
92 views

How do I wrap an image around a sphere?

Ideally I'd like a reference of the math involved, so I can start breaking down the problem. The simplest thing I can deduce about this problem is that the part of the sphere that the user is ...
1
vote
1answer
150 views

3dsMax to Mudbox - Import Warning: UV not a complete set

I'm exporting my 3dsMax model to Mudbox. The import gives me a warning that the UV set is incomplete. First, what does this mean? That I haven't got all the UVs unwrapped? Web searches have brought ...
1
vote
1answer
232 views

Skeletal Animation with UV seams

I have a UV-mapped model that I am about to animate and load into my game. Like most unwrapped models, I have several UV seams. In order to render the model correctly, I split each vertex along the ...
1
vote
1answer
496 views

UVW Unwrap multiple quads on same texture space automatically

I've been looking around the web for the answer to this question, but to no avail. So here I go. I'm looking for a way to automatically map several quads on the same texture space (for example (0,0) ...
1
vote
1answer
308 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? ...
1
vote
3answers
233 views

How to implement Index Buffer Object (IBOs) with texture coordinates in OpenGL?

I was using IBOs to render meshes (for example a cube) from wave-front files (.obj), without texture coordinates or normals, in OpenGL. Following this, I attempted to implemented texturing. The mesh ...
1
vote
1answer
236 views

D3D11/C++ Inaccuracies in uv interpolation in pixel shader. How to avoid?

I'm trying to draw a quad with a texture onto the screen such that texels and pixels perfectly align. Sounds pretty easy. I draw 2 triangles (as TRIANGLE_LIST, so 6 vertices) using these shaders: ...
1
vote
1answer
101 views

How to to convert UV coordinates to texel coordinates and how to convert texel coordinates to “array coordinates”?

I am currently writing a UV texture mapper. But i don't know how to convert UV coordinates to texel coordinates. And i also have no idea how i should convert texel coordinates to "array ...
1
vote
1answer
338 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 ...
1
vote
1answer
55 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?
1
vote
1answer
265 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 ...
1
vote
1answer
4k 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 ...