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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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I have an 8 vertex cube whose vertices are defined like so: ...
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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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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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(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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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 ...
George's user avatar
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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
saad virk's user avatar
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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....
pi squared's user avatar
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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 ...
Jacksonkr's user avatar
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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 ...
Roolld's user avatar
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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, ...
Amarth Gûl's user avatar
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1k views

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, ...
I_Keep_Trying's user avatar
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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 ...
Miguel Myers's user avatar
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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 ...
Mike Tearon's user avatar
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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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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 ...
Thom Foxx's user avatar
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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 ...
White Raven's user avatar
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443 views

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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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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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 ...
kevzettler's user avatar
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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 ...
BoomBac's user avatar
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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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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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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'...
MmmChezBurgerz's user avatar
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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 ...
chaohuang's user avatar
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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 ...
Suic's user avatar
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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 ...
Benjamin Danger Johnson's user avatar
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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 ...
ejkszymanski's user avatar
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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 ...
Phoenix's user avatar
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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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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 ...
Kasper Arnklit Frandsen's user avatar
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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 ...
sunsigil's user avatar
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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 ...
JacketPotatoeFan's user avatar
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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 ...
Xafib's user avatar
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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 ...
Teli's user avatar
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211 views

I am currently trying to sample a texture in screen space. This works well : ...
MaT's user avatar
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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 ...
Martin Ellison's user avatar
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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 ...
Agent Tatsu's user avatar
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In my voxel game, this is how I'm calculating UV coordinates for my cubes' faces: ...
Nick's user avatar
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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 ...
Matthew Pigram's user avatar
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1 answer
758 views

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. ...
tay10r's user avatar
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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 ...
94matheus's user avatar
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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 ...
Skettenring's user avatar
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1 answer
379 views

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 ...
Irbis's user avatar
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1 answer
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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 ...
hatinacat2000's user avatar
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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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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 ...
brucemak's user avatar
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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 ...
user34299's user avatar
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-1 votes
1 answer
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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 ...
Nimmi's user avatar
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2 votes
2 answers
2k views

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 "...
daohu527's user avatar
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