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Question by Emanrice · Aug 09, 2011 at 05:00 AM · uv coordinates

UV coordinates aren't imported/are screwy

Hi, I made a model, UV mapped it, saved it as an .OBJ, and imported it into Unity(along with the texture). I made a material for it, added the texture to the material, and added the material to the object(model). However, the UV cords are all messed up. It doesn't look anything like it did in my modelling program. Did I screw up somewhere in the importing of my assets? Or what?

P.S. I didn't really know of any good tags to add to this, sorry.

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Answer by Meltdown · Aug 10, 2011 at 08:15 PM

Click on your model in the Assets/Project Pane, and under the FBX import option, click on 'Swap UVs' and see if that sorts them out.

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avatar image Emanrice · Aug 10, 2011 at 08:55 PM 0
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No, that didn't seem to work. It's still messed up.

avatar image Emanrice · Aug 10, 2011 at 08:57 PM 0
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Huh, I didn't notice the texture mode was set to "Repeat"... I set it to clamp and it fixed all the problems.

avatar image Tknoguyfication · Aug 18, 2019 at 03:05 AM 0
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This worked! Now I wonder why...

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Answer by mike_kennedy989 · Apr 09, 2016 at 06:28 AM


We have had this happen to us. Legacy projects mostly. Only solution was to start new project. The same model breaks in Unity on one project and works fine in the new one. No idea why.

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avatar image Fallenleader · Feb 24, 2020 at 09:58 PM 0
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I personally experienced this. After trying everything from removing repeat on textures to even attempting to hand repair the UVs, it ended up being due to Unity itself. One new project later, a few moments lost rebaking light and resetting up materials, I am back in business. This is an underrated solution and deserves more upvotes. The sad part is this is still an issue 4 years later, and the fix you suggested here still remains viable.

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Answer by Kacer · Aug 09, 2011 at 09:34 AM

What 3D application are you using?

I've seen similar issues when people are exporting from 3Ds max and have either open holes in their mesh or have 2 vertices that are in the exact same position. If you are using 3Ds max, then there should be an error when you are exporting saying that the UV coordinates are wrong, you can solve this by selecting all the vertices on your model and use the "weld tool" with the weld radius set to a value very near 0.

If you are not using 3Ds max, then i am not sure what the problem could be, but you could always try messing around with the exporter :)

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avatar image Emanrice · Aug 09, 2011 at 04:56 PM 0
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Well I use a application made for G$$anonymous$$(Game$$anonymous$$aker)due to it's simplicity(and me not being able to find any other apps that fit my needs). I'm not sure how stable the .OBJ exporter for it is though. I'll mess around with the model a bit and see if I can fix it.

EDIT: The UV cords are okay on the model(.OBJ and .G$$anonymous$$OD), so is Unity just not importing them correctly?

EDIT2: I'm not able to find a problem with the model. I've not tried welding the vertices(as there are no functions/tools in the application to do this), so I don't know if that'll help. I guess I'll have to go and find another application for this...

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Answer by acmeydan · Aug 02, 2016 at 11:00 PM

Mostly its because of fbx exporter's fault. I dont know the reason but I know the solution. Export your object as obj file, then import in max, than re-export as fbx. It should be work. This is the solution.

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