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Question by stadlernicolas26 · Jun 20, 2020 at 11:37 AM · texturematerialspherehexagonhex

Weird stripes on Hexasphere

I made a hexasphere in Blender, made all the hexagons a individual object and imported it into Unity. When I tried to apply a material to all the hexagons, I'm getting these weird stripes around the sphere as to see in the image. I've read about hexasphere texturing problems, but there the sphere was one object, but I have a sphere of individual objects, and I dont understand why im getting these issues. Any help very appreciated, thanks in advance.

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Answer by stadlernicolas26 · Jun 24, 2020 at 10:00 AM

Found the solution by myself: Blender was making problems, so I cleared the UV maps in Blender and unwrapped all objects again, now its working fine

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Answer by Bunny83 · Jun 20, 2020 at 12:27 PM

Well, that just looks like the normal UV seam. Keep in mind that a sphere is an endless looping surface in all directions. First of all your texture has to be tilable so if you place the same texture twice next to each other you shouldn't see any seam. If you do see a seam, your texture isn't tilable. The next part is how do you generate the UV coordinates? To arrange hexagon shapes seamlessly next to each other you need continuous UV coordinates. So the hex tiles at the left and right border would overflow the texture boundary. There's the last point: your texture wrap mode has to be set to "repeat".


You could try using my UVViewer to see how the actual unwrap of your model looks like in texture space.

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avatar image stadlernicolas26 · Jun 21, 2020 at 09:36 AM 0
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First of all, thanks for your reply. I also thought of the UV seam, already heard a lot of it, but it confused me, that, I know its hard to see in the first picture but Im gonna post a second one, there are five seams going from the top to the bottom, and then, in the bottom half, they dissolve and make a perfect texture. (Picture 2/3). Thex texture I'm using is a seamless texture and it was already set to 'repeat' when I imported it, so i think thats not the mistake. But maybe I messed up some import settings from the hexagons, because in blender i dont have any problems with texturing. Currently Im trying to get your UVViewer to work, but I cant apply it to an object, because it 'doesnt derive from $$anonymous$$ono Behaviour'. You said something about a texture space, but tbh, I dont know what/where it is. $$anonymous$$aybe you could be so kind and guide me how to use it correctly, I am kind of a newbie in Unity.alt text

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rise-to-the-stars-start-android-unity-201940f1-per.png (292.6 kB)
avatar image Bunny83 stadlernicolas26 · Jun 24, 2020 at 10:27 AM 0
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The UVViewer is an editor script ^^. It has to be placed inside a folder called "Editor" inside your Assets folder. When you head back to Unity you should have a new menu item called "Tools". There you will find it under Tools --> B83 --> UVViewer.

Once the viewer is open you have to select a gameobject in the scene that has a $$anonymous$$eshRenderer / $$anonymous$$eshFilter or a Skinned$$anonymous$$eshRenderer on it. If you do the viewer should pick up that mesh and show the unwrap for your different UV channels.

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