Questions tagged [uv-mapping]

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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Normals not correct on creation?

When creating a subdivided cube to create bones for a dragon, the normals seem to be not facing the correct way, which flipping and recalcuating the normals does not do. Do I need all the lines to be ...
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What's the best texture resolution for uv mapping? [closed]

I've few questions: What kind of Texture resolution is recommended for a 3d game? 512 or 1024 or 2048? Without any rendering problem? What is the recommended Texture resolution for UV mapping? Is it ...
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Generating UVs for an annular sector/ wedge-shaped procedural mesh

I am using code to generate a mesh to show the firing arcs for a tabletop-style game I am working on. But when applying a material to it, I only get a solid color. Here you can see the custom mesh ...
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How to get rid of these seams on the lightmap? ( Unity )

The wall is made of blocks of identical wall models with the same UVs. How to get rid of these seams on the lightmap? How I made this scene with this models: I made 3D model of the wall element in ...
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Planar projection texture mapping algorithm to UV coordinates algorithm explanation

I am using an engine that uses a texture mapper where instead of providing per-vertex UV coordinates a 3D point(P) and 2 vectors(M, N) is provided, the texture coordinates can be directly computed ...
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Converting UV coordinates to planar projection algorithm

I'm using an engine that implements a texture mapping technique where the texture map for each triangle is defined by a point(P) and 2 vectors(M, N) instead of per-vertex texture coordinates P defines ...
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How to debug UVs exported straight from Blender

I have a model in Blender 2.93. I am exporting it to JSON using landon I am then importing the JSON into a WebGL rendering layer and feeding directly to shaders The JSON UV export is an array of ...
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Wrong uv parsed from obj

I have written an obj parsing function and the result of his parsing can be drawn correctly. But if the uv is not generated by default by the modelling software, he will have problems with the uv. I ...
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UV interpolation gets distorted on a trapezoid [duplicate]

I'm experiencing an interesting distortion in the UV mapping of a trapezoid. When I map a square plane and tilt it backwards, the perspective-correct interpolation gives it the expected pinching at ...
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Making texture atlas in Unity

For optimization purposes and reducing batches count, I am trying to combine my floor tiles textures into different atlases. Sharing the same material with an atlas can decrease draw calls and hence ...
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Texture "Mapping" (Using just part of a texture sheet on a object face)? Unreal Engine

I've created a Playing_Card class which is of course for card games such as Blackjack. The class works fine, except until now I have not used graphics. I have now ...
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UVs Distored When Importing Mesh?

The first image shown below is of part of my mesh in Blender, and the second is of that same part of the mesh in UE4. For whatever reason, the UVs are distorted and glitchy once imported into UE4. I'...
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How to map texture pixels to the corresponding 3D positions?

I have a mesh stored in .obj format with a texture image in .png format. For any "defined" pixel in the texture image, I'd like to compute the corresponding 3D coordinates when the texture ...
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Unity - Clamping UV position using vertices

I'm creating a mesh in runtime (the green block in pics), and want to set the UVs correctly. I'm trying to get the material to fit exactly to each face, but having issues. What I want is this: What I'...
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OpenGL sampling a multidimensional texture

Preface: In my AI project I'd like to do UV mapping of my mesh with a neural texture consisting of 16 channels with 512x512 values of type float16. The result will be a neural frame consisting of 16 ...
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Can't correctly map uv coorditates from a fbx file on a mesh

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Find projecting triangle for UV mapping in RuneScape model format

I am using an old Runescape model format, also used by Thief and Quake. In this format, instead of specifying UV coordinates for each vertex ABC, we specify a second trio of vertices PMN. Those ...
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HLSL Converting View Direction into Equiangular UVs

In Unity, I am attempting to create a custom skybox that use a single render texture to create a flat unmoving skybox (the render texture source will do it's own movement) and reflect off objects as ...
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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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Textures not working on glTF Embedded Models. Picture Explains The Issue. (GODOT ENGINE)

I wanted the tree to look a bit more stylized, or have a bit more to it than just flat planes. Yet when I tried to put this texture on it, it just looks completely wrong. Is this a model issue or a ...
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How to handle normal vector when duplicating vertex?

I'm currently developing a UV mapping, such as the UVW Map Modifier in 3ds Max (Not Unwrap UVW Modifier). I split the vertices of the model in the form of a primitive shape (Box, Plane, etc.) and set ...
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Finding the position of a point inside a triangle, based on the position of a point in another triangle (barycentric coordinates in Godot)

I'm trying to translate a UV coordinate into a world coordinate. (this is not in a shader, it's in GDScript in Godot, to bake out a texture based on some raycasts). So I find out which triangle in the ...
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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 can I sample objects color based on position and apply to an object in a shader?

I think what I want to achieve is similar to how grass can get the terrain color so it looks more blended, though this is not what I will be doing. My texture is a palette of colors: I have created a ...
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Reversing plane projection texture mapping algorithm

I found this algorithm in some old codebase, it takes two triangles from a mesh ABC and PMN, where ABC is the triangle that will be rendered and PMN is an extra triangle that is only used to generate ...
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Texture with Transparent background has black background in Unity

please see the below image. I made a model in Blender that has eye meshes with UV mapped Pupils. But trying to import all this into Unity is causing tons of weird visual errors... The pupil png has a ...
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Per-object screen space uv issue

I am currently trying to sample a texture in screen space. This works well : ...
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How do I colour a mesh in Kiss3d?

This is a question about the sebcrozet/kiss3d graphics engine for the Rust programming language. I have managed to create a mesh using group.add_mesh(). Now I want ...
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How Can I Separate a Mesh Into Two Separate Objects Without Corrupting UV Data?

I'm working in Blender and Unity. I downloaded my character from DeviantArt here, used Blender along with this addon to import the character's .mmd file to Blender, and saved her as a .blend file in ...
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UV mapping. Texture blurry and overlapping. Unity3d

In my voxel game, this is how I'm calculating UV coordinates for my cubes' faces: ...
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Downsides to automatic UV unwrapping

I have seen several software packages that offer auto UV unwrapping as an option. My question is why would you ever manually UV unwrap if there is an automated tool to do so? Are there any ...
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1 answer
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SIMD and Inverse Tangent

I'm calculating spherical UV coordinates in a loop, trying to get GCC to vectorize the code. Here's a compile-able example of what it looks like. ...
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UV unwrapping and texturing for a voxel terrain

As sugested by another kind user, I started using MagicaVoxel to create the scenery for my game (which is in the 2.5D style of Pokémon Gen 5 or Octopath Traveler). I managed to import the test object ...
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UE4 - UProceduralMeshComponent - texturing issues

I am having a lot of trouble texturing a procedural mesh in UE4. I am using perlin noise from Accidental Noise Library with PolyVox to generate randomized marching cube terrain. Accidental Noise ...
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texturing a race track - applying variations

I have created a simple race track in Blender using bezier curve, array and curve modifiers. A track is created from simple planes and the basic seamless asphalt texture looks quite good. As you can ...
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Unity: White outline around seams in my character, make it stop!

so once upon a time I made a really cool character for my game project and he looked great. Then at some unspecific point in time, my character's UV seams got these awful white outlines around them: ...
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Lightmapper artifacts

I really don't understand why this is creating these kinds of artifacts. I'm starting to think something is wrong with Unity. There are clearly no overlapping faces on the Model. There is enough of a ...
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Can I slightly rotate a 2D vector (UV Edge) to more closely reflect the corresponding 3d vector?

I'm trying to get the difference between the 3D angle of two connected edges and their corresponding angle in 2D (mesh to UV space). I would like to slightly rotate the angle in 2D to closer match ...
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Do UV coordinates need correction for moving object?

The image above is a static capture of a dynamic OpenGL project I created in which I wrapped a NASA albedo, i.e., sans clouds, image on an OpenGL generated sphere. In so doing, I also generated the ...
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What are these three different texture types I found in Pokémon sun?

I am currently trying to extract the Pokémon models/textures/animations of the Pokémon Sun game so i can use them as placeholders in Godot. At the moment I have the model, the textures and the ...
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How to set the UVs of a procedurally generated road mesh?

I want to create a road through a c# script in Unity. I created a mesh like this. The "vertetices" first adds the left and then the right points. Then set the UV the same order and value as "...
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Strange artifacts in Unity Lightmaps

I experienced this weird lightmapping bug in my game that causes some models to have glowing artifacts on their surface. These artifacts "move" around, when I edit the UVs of the model in Blender, so ...
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Finding texture coordinates for plane

I am creating a 3D ray tracer and want to add textured planes. My planes are stored using a position vector and a normal vector. I want to use a square texture and map it repetitively onto the plane....
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3 votes
1 answer
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How to UV map a procedural cylinder mesh? (Unity)

I have a script that generates a procedural cylinder. Each side is a quad that consists of two triangles. The two triangles share vertexes, so, a side with two triangles is defined by 4 points. The ...
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HLSL equivilant to "Object" data from "Texture Coordinate" node in Blender

I mocked up a shader how I wanted it with the node editor in Blender. Now I'm trying to write it in HLSL. In Blender there is a node group called "Texture Coordinate". If I use the "uv" node from the ...
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2 votes
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unity - What's the color of empty UV?

Assume I have a model and I don't map the UV for this model and I just apply a texture for the model. I see that Unity will apply a single color to the model, something like this (I took the img from ...
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Texturing edges of a procedurally generated polygon

I'm generating a polygon from code to display unit ranges in my game. Here's how it looks so far: I would love to be able to now use my texture and only apply it to the edges of this polygon (imagine ...
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How to scale UV coordinates from a specific offset?

I'm currently attempting to copy a small texture onto a larger texture, but I want to have control over how large and at what UV position the smaller texture is copied over. I've made some progress ...
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How do I wrap my custom texture to a quad using DX11 and C++?

I have manually cut out some textures from a sprite sheet and saved them as individual files for now, and I am trying to load in this png and apply it to the quad I have drawn on the screen, but for ...
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Efficient unwrapping on multi hard edge object

I'm having trouble unwrapping this without creating hundreds of seams which massively increases the vertex count in the game engine (Unity). I've tried the various projection methods without much ...
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