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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46 views

UV World mapping in shader with Unity.

Please refer to this Answer. DMGregory script is working for me, although I have a problem I can't fix because I don't talk shader :) The tiling will be applied correctly on geometry aligned on XY ...
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1answer
45 views

Sphere UV mapping. Texture Streched

I am trying to write a sphere mesh algorithm. Unfortunately, is the texture stretched vertically at the very end of the image. This should be near U 0.99~. Below is the code used for the sphere ...
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0answers
23 views

Unreal Engine 4 texture mapping

I've got a 3d model like this: I want to assign custom textures to different parts of this model (metal top and bottom of balloon, black plastic for gun and custom image for cyllinder) but, as you ...
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0answers
29 views

Map individual images to the surface of a sphere

I know this is a FAQ but I don't know the terms to search on. I even saw something like this with a blue globe, but now I can't find it any more! I'm trying to make a UV map to apply to a sphere (in ...
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1answer
41 views

Converting back and forth between spherical and cartesian coordinates in glsl

I have checked all the possible resources and I still don't know why my code is not working. This code should convert uv (texture coordinates) or cartesian into spherical and back. But my code still ...
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0answers
51 views

UV unwrap algorithm - relaxing angles

I have the following UV map: It's from a simple UV planar mapping algorithm I created that just maps sides of the fish (top, left, right) straight to a plane. This means that triangles at an angle to ...
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1answer
96 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 ...
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1answer
31 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 ...
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2answers
143 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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1answer
110 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 ...
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1answer
73 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 ...
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1answer
44 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, ...
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0answers
51 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 ...
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0answers
34 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
99 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 ...
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0answers
20 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
953 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
94 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
218 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 ...
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2answers
105 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 ...
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1answer
257 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
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1answer
48 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
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1answer
86 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 ...
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4answers
579 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 ...
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vote
1answer
1k 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
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1answer
141 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
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1answer
31 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
359 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
484 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
36 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
97 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
158 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
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0answers
72 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
402 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
49 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
284 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
95 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
1k 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
1k 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
168 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
513 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
990 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
449 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
500 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 ...
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1answer
298 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
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1answer
344 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
418 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 ...