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Frustrating UV/Texture Bug

Discussion in 'Editor & General Support' started by m5k, Sep 20, 2014.

  1. m5k

    m5k

    Joined:
    Sep 6, 2012
    Posts:
    9
    Hello all,
    I am currently working on a mobile game project and am having some bizarre and fairly annoying issues regarding textures on my models.

    Models appear fine within 3ds Max, however as soon as they are imported into unity, the UV are thrown slightly.

    Below is a textured wall as seen in the unity editor:

    Notice the annoying blue streaks?

    Here is the UV editor from 3ds:

    The red square represents the UV for the wall's faces, as you can see they are not touching the blue texture.

    This is fairly annoying as I am currently having to tweak UV,s, check them in Unity and repeat over and over.

    Does anyone have any ideas regarding this issue?
     
  2. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

    Joined:
    Jul 19, 2006
    Posts:
    32,398
    Change the texture's wrap mode from repeat to clamp.

    --Eric
     
  3. m5k

    m5k

    Joined:
    Sep 6, 2012
    Posts:
    9
    Thanks for the reply Eric, I have used your advice and can confirm that the issue still remains. The "bleeding" texture is not due to the edge of the texture repeating but rather unity is seemingly enlarging UVs upon import.
     
  4. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

    Joined:
    Jul 19, 2006
    Posts:
    32,398
    Unity doesn't touch UVs. You'd probably have to shrink the UV square some more to get it farther away from the other textures, since it seems mipmapping is picking up some of the surrounding texture.

    --Eric
     
  5. m5k

    m5k

    Joined:
    Sep 6, 2012
    Posts:
    9
    Thanks, that is what I am currently doing, however it results in a very time consuming process of repeated tweaking to avoid seams on seamless textures. I originally thought it may have to do with mipmapping too, however the issue is present at any distance and disabling mipmap creation still results in the issue.