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Question by streeetwalker · Apr 24, 2015 at 11:12 AM · materialstexturestexture map

map of earth on material (sphere) is distored - Why?

OK, I want a sphere with the standard NASA unwrapped image of earth, that you can find everywhere - for example this one

I'd like to do other planets too. These images are in a 2:1 proportion.

When I attach this to a standard material as the albedo map, the result is very distorted - the poles are just tiny (Antarctica for example.)

There seems to be no way to make this thing map properly, and there is just zero documentation or information I can find on how unity maps to spheres so that I can get it to look right!

I cannot be the only person who has ever tried this before...

So, how in the world does Unity's spherical mapping work, and how to create a texture image that will properly map on a sphere?

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avatar image Bonfire-Boy · Apr 24, 2015 at 11:34 AM 0
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Seems to me that any such texture will properly map if you set the UVs up right. You'd need to know what projection was used to create the image. I think the place to start would be to research things like $$anonymous$$ercator and Peters projections, the setting-up is going to be easier for some projections than for others. But I dare say someone else will be able to provide much more concrete advice.

avatar image Bunny83 · Apr 24, 2015 at 03:12 PM 0
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Well, it seems they changed the UV map and mesh structure of the default sphere mesh. I don't really understand why they have choosen such a strange alligned unwrap (at least for the top and bottom part): UV set 1 UV set 2.

The new sphere mesh is made up by a cube mesh which has been spherified (an old project).

The "old" sphere mesh (can't remember the version of Unity) has a quite nice equirectangular projection except the center vertex at the poles where merged to the center of the upper / lower edge. This was made with the "old" default sphere mesh of Unity and i used a similar image.

So like @tanoshimi said you probably have to use your own sphere mesh with an appropriate mesh layout and UV.

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Answer by tanoshimi · Apr 24, 2015 at 11:53 AM

That's an equirectangular projection. You can't apply it to the standard Unity sphere, but it's trivial to setup the appropriate UV map for a sphere primitive created in Blender, say. See http://www.enigmatoots.co.uk/#!unwrapping-sphere/cvnq , for example.

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avatar image FlashGordon · Apr 26, 2015 at 11:41 AM 0
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Hey many thanks to you all.

Sure it's trivial, but it does require many clicks before you can get a mapped model into unity.

Seems strange that they would choose an underlying representation for this fundamental primitive object that would make more difficult to map to.

avatar image Bunny83 · Apr 26, 2015 at 12:25 PM 0
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@Flash$$anonymous$$don: As i said above, the old sphere mesh had an equirectangular topology and UV-unwrap. Now it's not a cylindrical projection anymore. The mesh topology now represents a cube mesh, but the unwrap is still layed out like a cylindrical projection but with messed up proportions.

I have no idea why they switched to this sphere mesh. I would say the old one was more versatile.

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