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Material/texture striped in some places on mesh
I have a super simple roadway mesh that is procedurally generated from a bezier path.
In a couple of places, the material is rendered as stripes instead of showing the actual image texture. I haven't been able to find any differences in these points/vertices/triangles from the rest that are rendered properly.
I'm not sure what else to look into that could be causing this? I appreciate any ideas.
Each of the striped segments is a single quad, with no distinguishing characteristics as compared to the next and previous quads. There is obviously something that I am missing.
As a test, I used the free Scene OBJ Exporter asset to export the road mesh to an OBJ and imported it into Blender. Using the decimate tool, I reduced the number vertices and exported to FBX, importing back into Unity. The problem went away. There is obviously an issue with the way the original mesh is created, but everything appears correct in the wire frame.
After changing my generation code some, the segment is smaller, but that striping still happens in the same places. This is the wire frame of the current script version of the first screen shot.
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