Questions tagged [3d-meshes]

Geometric representations of objects in 3 dimensions. 3D-meshes are made up of a collection of triangles or other polygons, forming volumes and surfaces. They are commonly used for visual representations on computer screens.

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Procedural terrain generation blueprint is generating a strip instead of a square

I want to procedurally generate a map for the world, I created a blueprint, and then launched it, but instead of a square, this turned out: How to fix it? I uploaded my project here (Google Drive). ...
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How to apply a texture to a Bézier curve-based mesh

I have an object that I originally made using a 2D Bézier curve which I turned into a mesh and solidified in Blender. However, now whenever I try to apply a texture to the concrete plinth, it applies ...
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Blender Subdivision Surface to Unity

I have a human model with a texture and UV map, also having a subdivision surface modifier. I need to import this mesh to Unity. Applying the modifier is causing issues with the armature. Is there any ...
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Problem Cloning Skinned Mesh Renderers Mesh via script

I was trying to clone a rigged mesh via script and change its orientation as the characters face wasn't facing at forward direction. So I created a Editor Script for that: ...
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Mesh appearing 'see-through' when exporting from Blender to UE4 [duplicate]

The right wing of the dragon model is appearing see-through upon exporting, anything to double check for solutions? Thanks
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Converting mesh vertices to world coordinates for raycasting

My goal is to figure out if a point exists within a 3D polygon. To do this here is what I am doing: Load obj mesh ...
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programmatically turning a 3d scan model into a 2d outline

intended use turn a 3d model created by lidar scan into a 2d floorplan starting point scan captured using ARkit’s Scene Reconstruction API saved as .obj file acceptable outputs I’m not super well ...
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Unreal 4: How to save generated UProceduralMeshComponent to level file in editor and load it at runtime?

I have UProceduralMeshComponent that I generate in editor from data entered by level designer. Now I need to save it to level file in editor to load it in runtime without generating new mesh again. Is ...
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What is the purpose of tangent and bitangent vertex attributes?

Every vertex of a 3D mesh has position and some optional values like texture coordinates, vertex color, and normal, but also tangent and bitangent vectors. While the purposes of texture coords, vertex ...
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Fast way to test whether a point is over a 3D mesh

I have a map with islands, and I need to detect whether the player is on an island or not. The player can be flying far above the island, so a fixed-distance raycast is not sufficient, and firing long ...
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3D Asset Creation. "Joining" parts VS Hidden/Redundant Faces?

I am trying to create a Laser Cannon in 3D art program Maya. It is for use in a game made in Unreal Engine. I have this same 'problem' with many aspects of my 3D CG Art but this is just one simple ...
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Collision detection between transformed meshes (not primitives)

I know questions related to collision detection have been asked multiple times, but I find all of them like this and this depend on the assumption that I have some sort of measurement of the object ...
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Need an approach for mounting turrets

I'm working on a game with the ability to customize the type of turrets on your starship. My question is how would I go about positioning the turret mesh at the hardpoint locations. Do I need to ...
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Should Game-Ready Assets Be Single Meshes or Multiple Meshes?

Say for example that someone is modeling a sword asset. A sword has many pieces -- the blade, guard, hilt, pommel, etc. -- so should this be modeled as a single mesh (or as multiple meshes which then ...
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Unreal Engine - Materials Import as Gray

I imported the .fbx files from here: https://www.cgtrader.com/3d-models/industrial/other/big-warehouse-pack into an Unreal Engine 4.27 project. All the meshes load in properly, but the materials are ...
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Switching out the mesh of a game object at runtime

I am trying to switch out the mesh of a game object. I have this script: ...
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Is there a way to find out what meshes are supposed to be combined in Assimp?

I'm working on my assimp loader. I know that it has a separate mesh per material. Before I used to simply combine all of them upon import. Now, I want to figure out which meshes are from multi-...
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Unity intersection of mesh renderers on Android

I’m currently developing a game with Unity and ran into a problem while building for Android. The player and obstacles are mesh renderers (for example cubes & boxes). On iOS and the Unity editor, ...
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Pink Objects/Sub-Meshes (NOT MATERIALS)

Using URP. Any object I import into unity from blender (fbx), the sub-mesh that comes with it are pink. All the materials are fine, I can put the object in my scene with a material and it looks normal....
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How to ensure Unity does not rearrange the sub-meshes of a mesh on import?

having a bit of a head scratcher problem here. I have my artist's making multiple unique meshes in Maya that contain 3 materials. Each material is assigned to a sub-mesh in a specific order. This ...
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How to weld nearby mesh collider vertices together to erase seams in Unity?

I'm using Unity 2020.3.2f1 and I have a very commonly seen problem. I have a Spherecollider which I am using for a physics game, and geometry that uses ...
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Unity Cutting a hole in mesh

I've set myself a stupid task, that I didn't solve couple years back, again. I've got few meshes with normals pointing inside. Caves. Like mostly circular rooms and tunnels that should connect them. ...
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how can I rotate a tetrahedron's vertices so that it's pointing straight up?

I am trying to render an Equilateral triangle in 3D, and I came across this answer: https://math.stackexchange.com/a/562895/15497 So based off of that, I made my vertex points: ...
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How mesh transformation works under the hood

We can look at the most popular engines like Unity and Unreal engine (maybe Godot and other). As far as I understand (at least I would do this), we store the original mesh, and then for every change (...
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Separating part of mesh facing upwards

I really hope you can help me fix this code: ...
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How to edit a Rigged 3D Model without Ruining the Rig?

I have some rigged 3D models that I want to use. They came as .fbx. and sometimes I want to make some minor edits such as merging/moving/removing some vertices or something of that nature. The Problem:...
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Exported FBX to Monogame doesn't translate all meshes

I'm taking a crack at a minecraft clone in Monogame, and I am trying to get my model to render as it's shown in Blender 2.9.1. When I look at the model in Blender, it looks great. When displaying in ...
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Best Practices for Texturing Large Objects

Kind of a 3D graphics newbie here. This is the biggest prop I've ever tried to texture, and I'm kind of stumped. How do you get a decent resolution on large meshes like this without exporting ...
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Creating Sphere Triangles from Vertices

I came across a way to create the vertices of a sphere, located here: https://gamedev.stackexchange.com/a/150293/62793 I converted this to the following C# example: ...
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Unity mesh only rendering one set of triangles

I've been using Unity3D to procedurally generate terrain with Perlin Noise and I've come across a problem where the mesh that I've constructed only renders one set of triangles. The following is my ...
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Blender->Unity Import Animation Failing by Overlapping Mesh Objects

I'm new to both Unity and Blender. I created this penguin 3d model, rigged it up and animated it in Blender and all looked good. When I imported it into Unity, I noticed that this idle animation did ...
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Generating a mesh from a set of generatively produced co-ordinates

Using Unity I've been producing sculptural forms that look like this. It's made of patterns of cubes that twist around each other using a flocking algorithm. I'm trying to get it into a 3D printable ...
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Half of my tris are textured in streaks and blurs

I have written code to import meshes from OBJs and textures from BMPs. My texture coordinates seem to be getting messed up somehow, or some other issue is occuring, because I am getting these effects ...
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How to inflate and deflated an object?

I'm trying to find a way to make an object inflated/deflated in Unity, So I can change parameters via script and control a range of 0-100% inflation. I have seen that there is a way to get this exact ...
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Update to the ROAM Large Scale Mesh LOD Method

I'm looking to create very large planetary terrain meshes. The most efficient and researched methodology I've seen so far was the ROAM 2.0 Method. However, this was written and published in 2005. Does ...
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OpenGL only rendering 4 tris of cube?

I'm on Win10, OpenGL 4.5 I wrote some code that takes mesh data from an OBJ file and puts it into a vertex buffer. I used this code to import a cube OBJ and render it in OpenGL. For some reason, ...
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Is there a way to normalize for both ways in Unity?

I have a building, built in blender, that has been imported to Unity. And I flipped every necessary piece and calculated the normals inside in blender. However, since I made the rooms inside the ...
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Mesh shaded as single pixel

I am trying to procedurally generate planets in Unity. The actual planet is already done, but now I am trying to add clouds. For this I created a PBR-Graph shader that draws the clouds based on some ...
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Texturing different block types on an optimized voxel mesh

I have a cubic world (like Minecraft) where I'm generating chunks. In those chunks, only visible vertices and faces are generated. Currently, it means that if I have a 2x2x1 chunk, it will generate 8 ...
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Optimizing 3D tile-based geometry

For my game, I have a tool that lets me quickly create map geometry. You can see a (albeit early version) demo of the tool here. The main problem with the tool is that even a semi-large map can EASILY ...
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Material looks different on programatically generated mesh compared to resized default cube mesh

I've written some code that generates a mesh from some 2D nodes, generating both triangles and vertices. It seems to have worked pretty well, since I get a solid mesh without any weird rendering ...
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How to load 3D modells when they are necessary

I'm working on a 3D game engine, currently I load ALL of my 3D modells into the memory when my game starts, but obviusly there will be hundreds of 3D modells, so somehow I should unload them when they ...
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Objects Imported from Blender to Unreal have really zoomed Materials

I've been learning how to use Blender for UE4. I just started figuring out how to define which sides should have materials on them. In particular, I wanted this building to have different materials ...
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When importing a character to Unity, textures and meshes don't appear

I'm relatively new to Unity, and I'm left with doing this as my last step towards my task - importing my animated character to a game engine and program the movements. The problems that I have ...
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How does 3D mesh morphing work?

In the Sims 4, you can drag to reshape the face and body when you create a sim. You can see a similar system implemented in this Body Visualizer. How can I implement similar geometry morphing in my ...
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Procedural mesh comes out black in any shader

I wrote a script that Creates a mesh procedurally ...
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Performance in unity at runtime (mesh creation) vs (assets bundle loading)

I'd like to load a 3d model that contains several objects in real-time. I believe I have to two methods to do this: create an assets bundle that contains my model (all object) and loaded at runtime. ...
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How to apply saturn's ring texture in Unreal Engine 4?

I'm working on a "solar system" model project. And while trying to apply saturn's ring texture which is this one : it ended up looking like this: I'm new to UE4 and this branch in general. So I ...
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Algoritm for scaling an 3D model with fixed edges

I am looking for an algorithm that allows me to scale a 3D model with certain fixed edges. For example scaling up a window should have the frame remain a fixed width while the length of the frame ...
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How to always draw a child mesh in front of its parent mesh

I need to display a gizmo-like mesh at runtime, and it must be always in front of its target mesh. How can I achieve that?
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