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.
191 questions
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Is there any way at all to correctly texture an 8-vertex cube?
I have an 8 vertex cube whose vertices are defined like so:
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UV offset moves over time that can change speed
In Unity, using URP/Shader Graph, I have a peculiar problem. I have a warp tunnel that has a texture and a shader "animation" to make it appear as if the player is moving forward through it. ...
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How can I use a single texture without it repeating on each face of a cube?
I am trying to show a single image on one side of a cube in Unity.
But the texture keeps repeating, even if I set the bitmap texture settings to "clamp" instead of "repeat / wrap". ...
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UV map shift for VFX & shaders
(I would like to say right away that I personally am not a programmer and may not be so competent in what is said below.)
My friend and I are creating a small "game" engine. We have a task ...
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how to import uv maps into unity?
Im trying to create a model using blender and import it to unity. I can import the model and get the texture working but the texture uv map is not correct. I have a uv layout map file I exported but ...
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What is the purpose of Uv_clipping in godot?
Can anyone tell me what is the purpose of uv_clipping property of rendering section in tilemap in godot with example? I don't understand what's the use of this property
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If UV coordinate is Vector2, then why does UV node in shader graph output Vector4?
I'm new to shader, so please pardon my lack of knowledge. I am trying to understand what does UV node do in shader graph. I tried searching on google and in https://docs.unity3d.com/Packages/com.unity....
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Custom Mesh with single texture - suspected uv issues
I created a script that allows me to change my meshes configuration while the app is running. I don't know meshes all that well and am running into issues with texturing. How do I need to set my uv's ...
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Skybox looks distorted when camera nears sides of the cube
I created a cubemap for skybox, but there were problems with displaying UV for it. when I appear in the world, everything looks fine as it should, BUT when I approach one of the sides of the cube, its ...
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Unity texture shows UV border
I have a photogrammetry asset whose UV is, like most photogrammetry assets, a mess.
And when I import this asset into Unity, the texture shows clear borders at the place where the UV is not connected, ...
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How are the unwrapped textures created?
For many years really, I have been slowly learning game dev and asset creation (3d modelling etc). After much time, I am becoming reasonably skilled at modelling and writing code for games. However, ...
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Quadtree UV mapping texture
I need help coming up with dynamic uv values (general formula) so that my texture looks continuous through all levels of my quadtree. level 0-1 works perfectly, level 1 subdivision looks great. but ...
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D3D12: how to enable perspective correction when interpolating UV coordinates?
Good morning,
I am currently running into a UV interpolation issue with D3D12 that looks like this:
Is there something that needs to be set when initialising the pipeline so that the GPU does the ...
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Simple deform modifier (bend) preserve UVs
What is the best way to minimise stretch when bending a plane? I'm making a road kitbash to use in Unity and would like the road markings to remain a consistent size when the road bends (I'm using ...
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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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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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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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477
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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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211
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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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111
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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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891
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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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327
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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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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:
I ...
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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 "...