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Question by Vosheck · Jul 22, 2020 at 11:32 AM · texturemapworldplanetmap making

How to set up a world map texture on a series of individual country meshes?

I'm trying to texture my country shaped meshes with an equirectangular map projection of the world. The country shaped meshes were made using a equirectangular map projection, and curved along a sphere. I'm using the same material for all country meshes, i.e. their meshRenderer.sharedMaterial is one linked from the project.

https://imgur.com/a/m3lRvFM

As shown in the video, the texture just doesn't sit nicely with the meshes, no matter how I modify the tiling and the offset. Even if the texture somewhat fits in North America, it is completely off in South America. I have a hunch that I might be incorrectly using the equirectangular map projection as the texture, because the meshes have been curved along a sphere(i.e. that I would need to curve the projection in a similar fashion for the texture coordinates to align with the mesh coordinates). I'm not sure about the aforementioned hypothesis because of how a texture nicely wraps around a sphere(also shown in the image).

Before I start fixing my problem, it would be very helpful to know what I'm doing wrong. Any information, insight or hints are welcome.

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Answer by dorusoftware · Jul 24, 2020 at 09:11 PM

the material uses the UV0 map to put the texture on the mesh.

so to have this work correctly you need to map the each country points/polygons to be in the correct location with the correct distortion .

and don't forget that UV maps are squared while your world map have a 2 to 1 ratio, so you need to take that in account

it would had probably worked quick and dirty if unity had UV sphere projection, which I think they don't have

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avatar image Vosheck · Jul 26, 2020 at 07:12 AM 0
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Is there a way to easily fix UV0's inside of unity, or should I really look into creating my meshes in a 3d modeling program like blender?

avatar image dorusoftware Vosheck · Jul 26, 2020 at 08:24 AM 0
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Honestly I don't know. I didn't see an option in unity to deal with UVs. $$anonymous$$aybe there is some asset store item who can do this but I suggest following the usual workflow of preparing the mesh in a dedicated 3D app like Blender.

Now that you have asked maybe you can give a try to ProBuilder package. If you convert your mesh to be a pro builder maybe you can play with the UVs

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