UV Maps Being Changed


Curve.fbx (13.3 KB)

Expected behavior

When importing my mesh, the UV map is being changed. I also have seen this issue with any mesh I am importing from Blender to ROBLOX in the past. In the image you can see that on the side of the mesh (this is also present on the opposite side) that the UV map has been split into two creating a line in the middle that is not meant to be there, the texture should flow across the side smoothly

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Seems UV mapping is OK, you can check it by using textures:


It’s about how “default” materials being mapped.

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How could I fix the way default materials are being mapped?

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Hello,

I am looking at the mesh (Curve.fbx) in Blender and I am seeing disjoint UVs:

for faces that are connected:

Which causes a discontinuity in the mesh:

That said it is on the other side than what you showed in the screenshot, so I tested the model in Roblox:

and front side:

So maybe the UVs in the model were just off?

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Thanks for responding. I redid the UVs but unfortunately the error remained. In your image it seems the back side is correct but the front is not so maybe this error is to do with how my Roblox Studio is importing it?

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That could be, but for my import into studio it didn’t seem to change the UVs. Can you maybe share the new source file that you are using, so I can check?

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No problem
Curve.fbx (13.2 KB)

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The mesh you provided works fine when I import it, with both SurfaceAppearance or assigning a texture to it (but not applying a texture component)

image

However it is worth nothing that it seems some built in materials don’t tile correctly… for example removing the SurfaceAppearance and selecting a built in material:

image

Does not work, e.g. Wood Planks… seam in the middle on both the front and back:

This is because built in materials use ‘box mapping’ and basically ignore the UVs you assign.

Based on your original screenshot I’m thinking you are using built in materials. So just override it with a texture and you should be fine.

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