Check: UV Map Range
Version:
Last updated
Version:
Last updated
Severity: Warning
were found to lie outside the 0-1 range of UV coordinate space.
This can lead to unexpected results when an avatar with merged materials via texture atlasing is requested from Ready Player Me.
This can also cause unexpected results when the Extension setting of an is set to Extend or Clip.
Ready Player Assets use non-tiling textures.
Having all UVs in the 0-1 range of UV space is necessary for the to work correctly.
Not available.
Right click -> Select Vertices outside the 0-1 UV space range.
Select vertices associated with UVs that are outside the 0-1 UV space range.
Rearrange UVs to fit within the UV space that goes from (u:0, v:0) to (u:1, v:1).
Hosts: Blender
Types: Mesh
While editing UVs in Blender, set the option to .
Leave a bit of padding towards the edge of the UV range, as otherwise could cause color bleeding into other areas of the model when for Ready Player Me avatars is turned on by a partner application.