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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1answer
57 views
Multiple Texture Coordinates Per Vertex (DirectX11)
The models my artists are making in maya have multiple different texture coordinates per vertex depending on what face the vertex happens to be a part of.
Originally, to fix this problem, I ...
0
votes
1answer
26 views
Blender->Unity materials problem
I have a pproblem with materials and their texture. I have a model with 1 material called 'Car_Jack', after i put my .blend file into unity, unity adds 'Car_Jack__Car_Jack_UV', which is white material ...
2
votes
2answers
136 views
Is it OK to use 6-7k texture map in Unity?
I want to unwrap all my car into one texture (interier, wheels and e.t.c), so for better quality i need to use one big 7k texture. Is it OK or the better choice is to make smaller ones for groups ?
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votes
1answer
57 views
UV mapping in blender for use with Unreal Engine material
I have a room that I want to import in Unreal Engine 4.
When I do it, I apply a material to the walls (for example), and the walls look like this:
My question is, how can I map the object to the ...
0
votes
1answer
60 views
Planar mapping/projecting UV coordinates from normal
I've got set of vertices, and would like to calculate their UV coordinates by projecting them by a given normal. Similar to what "planar mapping" does in 3ds max.
Another way of looking at it is ...
1
vote
1answer
35 views
Why is my texture skewed?
I'm creating hexagonal prisms from code and am having a difficult time understanding how UV mapping works, as the texture I apply to the hexagonal face comes out skewed:
Forgetting the sides for now, ...
0
votes
0answers
29 views
GLSL dFdx() and dFdy() with Multiple UV Coordinates Clarification
I have a quick question about these two functions.
My understanding is that these functions return the rate of change in the X or Y direction across the screen for a given value. Fragments are ...
0
votes
0answers
29 views
Libgdx scale and repeat texture at the same time
I want to draw the background of my app with
batch.draw(texture, 0, 0, backgruondU * textureWidth, backgroundV * textureHeight, backgroundU, backgroundV)
where backgroundU is screenWidth / ...
5
votes
2answers
88 views
Texture coordinates do not map correctly in Direct3D11 game engine
I beg your pardon if this question has been already answered elsewhere or if this is the wrong site, but I have a serious issue with rendering textures with Direct3D 11.
Using Cinema 4D R17, I ...
1
vote
0answers
19 views
UV Packing Roadblock
I noticed that when I was unwrapping and packing UV's in 3DS Max, that about 75% of the map was taken up by a bunch of repetitive small parts, because of their unique shape and inability to fit ...
0
votes
1answer
704 views
How to make texture size correctly in THREE.js?
I'm new to THREE.js and I have a frustrating problem. I can't get my grass texture to size "normally" on the terrain.
I get it, the terrain is steep, but that doesn't mean the grass should be ...
0
votes
1answer
69 views
Applying texture inside of an Icosphere?
I have implemented a code to generate an Icosphere procedurally in Unity 5.3.4f, which works pretty well. However, what I need to do know it tweak the code to make the sphere to receive texture only ...
7
votes
1answer
181 views
Perspective-Correct Texture Mapping
I am working on a small rendering engine for a personal project and I am having issues with the texture mapping part of it.
It seems to work for some cases, but not for others. For example, when one ...
0
votes
2answers
97 views
reuse texture between quad objects
This question is specific to unity:
I want to spawn multiple blocks, each representing a letter. There will be more than one copy of an alphabet.
I have a big texture which contains all the letters ...
1
vote
1answer
215 views
Multiple UV coordinates in Unreal Engine Procedural Mesh Component?
How can I have multiple UV coordinates per vertex in a Procedural Mesh Component? My goal is to create a UV editor.
I know it is possible to generate multiple vertices per corner, as in ...
0
votes
1answer
43 views
How to adapt UV code to use a tilesheet that is “uneven”?
The tutorial has code that takes a tilesheet and builds a UV mapping:
const float tileSize = 0.25f;
public virtual Vector2[] FaceUVs(Direction direction)
{
Vector2[] UVs = new Vector2[4];
...
0
votes
1answer
84 views
How does UV mapping work for the spaces between vertices?
In UV mapping each vertex has a UV coordinate, but wouldn't that just make 1 pixel for every vertex? How do you find out the texture coordinate for the spaces in between the vertices? Am I not ...
3
votes
3answers
438 views
Seams between tiled textured cubes
I've created a textured cube in Blender, which I have uv-mapped like this:
The tiles are 256x256, and I've mapped the coordinates exactly at the edges (e.g. x: 256, y: 512). I then export my model as ...
1
vote
1answer
802 views
How to get UV coordinates for sphere (Cylindrical Projection)
I have created one sphere and I want to map onto it a texture map. But I want first to project my map texture to cylinder and then to sphere.
So I want to create a function which takes as parameter ...
0
votes
1answer
117 views
How to map square texture to triangle?
I want to find the texture coordinates for point P. I have the vertices of the triangle and their corresponding uv coordinates.
The numbers in the little squares in the texture represent color ...
1
vote
1answer
29 views
Is it necessary to use texture filtering if I use texture coordinate system?
I have one question about using texture filtering.
It's clear when I used normalized texuture coordinates (in any API) for example from (0,0) to (1,1) it is necessary to use texture filtering because ...
2
votes
1answer
320 views
Texture tearing with UV texture atlas mapping
The following code maps the texture from a texture atlas to a UV. The problem is I'm having texture tearing issues.
Does anyone know how to overcome this problem and have any suggestions? Here is the ...
2
votes
1answer
403 views
How to convert UV position to texture atlas pos and reapply to UV in Unity
I'm trying to apply a texture from an atlas to a mesh by reiterating through the UV array on that mesh, but I'm a bit lost on converting the coordinates.
For example, if the texture required is at x,...
1
vote
1answer
34 views
Add UVs back into a model
I built a 3D model in Autodesk 123d design, then exported it as an stl. When I convert it into an obj, however, there were no UVs in it.
Is there a way I can add the UVs back into the model using a ...
1
vote
1answer
91 views
Texture not working on object
I have a project that I'm having a bit of trouble with. Let me try and explain. In short, I'm trying to apply a texture to an object, but instead it is a solid color.
I built a building in "Autodesk ...
4
votes
1answer
145 views
Water effect using DuDv Map weird look
I'm trying to apply a DuDv Map effect (distortions) on my water.
My texture is 512x512 in size.
I'm using the following code:
(Vertex Shader)
out vec2 texCoord0;
void main()...
{
texCoord0 = ...
0
votes
1answer
20 views
LightMap not working properly
I've made a chips bag model for my game:
http://imgur.com/JcumRF4
And I textured it like this:
http://imgur.com/wpyeACZ
and I googled on how to make lightmaps all of them say "Smart UV project" ...
2
votes
0answers
68 views
uv tiling and offset for uvs not min-max 0-1
For the purpose of the question, a unit = 1 meter.
So, I have a triangle strip that is 4x8 meters (for argument's sake; it is procedurally generated by player). I also have a texture which is ...
4
votes
1answer
376 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 ...
3
votes
1answer
1k 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 ...
0
votes
1answer
47 views
How can I modify the UV co-ordinates on a texture so they converge to a point?
I'm building a roof visualiser app, where someone can take a picture of their roof, define its outline, then visualise a new roof texture on it.
I'm generating a 3D plane that matches the roof ...
1
vote
2answers
269 views
Optimization for lots of UV coordinates update for tilemap animation
In my game, I procedurally generate tile map mesh and modify it when travelling around the "world". Each tile is a quad. So they each, have their own UV points. (Obviously)
I am using Unity for this, ...
1
vote
3answers
3k 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 ...
0
votes
1answer
87 views
XNA Texture mapping on model
I have a cube as my model and want to map a texture on every side of the cube. I have been searching for a while and most answers suggest using 3D max or using VertexPositionTextures.
I am not ...
1
vote
0answers
973 views
How to fix artifacts when using equirectangular 360 panorama photo on sphere
I have a equirectangular 360 panorama photo. I tried to use it as a texture for a default Unity Sphere. The image had artifacts/visible seams, especially near the "poles" of the sphere (north pole and ...
1
vote
2answers
928 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 ...
0
votes
1answer
162 views
Get fragment from mouse position
I have a painting app for texture artists that I am working on. I am able to paint to a flat canvas that updates the texture of a 3d object in an object viewer. Now I want to be able to paint directly ...
3
votes
1answer
457 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 times)...
0
votes
1answer
892 views
Multi texture obj files? [closed]
Im downloading some free 3d models off the internet to test things in my game. When I download the package, it gives me a bunch of texture files and the obj model. What I dont understand is what I do ...
1
vote
1answer
416 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
470 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
273 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 coordinates"...
0
votes
1answer
314 views
Formula to measure uv-mapping distortion
Does anyone know a simple way of calculating (offline) the amount a texture is distorted when mapped to a triangle like the following?
Vertex Position UV Coordinates
A (Ax, Ay, Az) (...
0
votes
1answer
401 views
Unity, Cannot change a single Vector2 element of mesh.uv?
I have a simple procedurally generated mesh, with uvs that tile correctly
for(int i=1; i<vertices; i++) {
uv[i] = new Vector2(x,z); //pseudocode
}
mesh.uv = uv;
This works fine. However if ...
0
votes
1answer
522 views
Given seams, how do I unfold a mesh?
If a user marks a seam on a mesh, how do 3D modelling programs (like Blender or Maya) unfold the mesh on to a 2D surface? I can only find papers trying to automate the seaming for you. Given user-...
0
votes
1answer
137 views
UV map data structure
I've received a few instructions on what kind of usage UV maps allows, and currently try to understand how it works. However, I can't figure out what kind of data there is inside a UV map.
Googling ...
0
votes
2answers
777 views
3D position of an arbitrary UV coordinate
I have a UV map for a 3D mesh that encodes "links" between pairs of UV coordinates. I have previously defined this links (or pairs), one to one. The links are enconded using the function rgb_color(u1, ...
1
vote
0answers
195 views
XNA HLSL UV Mapping
I was testing my hlsl lighting shader, I've copied it from a tutorial and it works perfectly, but all the meshes in the model needs to have texture coordinate, I guess this is because this part:
...
0
votes
1answer
196 views
Loading non-square textures, from a 256x256 spritesheet in lwjgl(JAVA)
so I'm doing lwjgl, so far I have the loading of 16x16 textures from a 256x256 spritesheet all working, using this code to get the location of the textures:
public Vector2f[] calculateUVMapping(int ...
1
vote
1answer
817 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 ...