Asset Creation Guide
  • Asset Creation
    • Overview
      • FAQ
    • Templates
    • Materials and Textures
    • Modeling guidelines
      • Requirements / Conventions
    • Skinning and testing
      • Visage Tool
      • Mixamo
      • WIP - Skinning in Blender
    • Submitting a design
  • Reference
    • Face
      • Hairstyle
      • Glasses
      • Facial hair
      • Headwear
      • Facepaint
      • Facewear
      • Eyebrows
    • Hero Character
    • RPM Catalogue
      • Logo on t-shirt or hoodie
  • Validation
    • Validation tool for Blender
    • Validation checks
      • Hierarchy/Objects
        • Check: Naming conventions
        • Check: Object mode
        • Check: Parent name
        • Check: Object children
        • Check: Transforms
      • Mesh validations
        • Check: UV Map Name
        • Check: UV Map Range
        • Check: UV Map Count
        • Check: Mesh Triangle Count
        • Check: Vertex Colors
        • Check: Skinning
        • Check: Armature
      • Skinning validations
        • Check: Rig Count
        • Check: Bone Names
        • Check: Skin Weight Normalization
        • Check: Skin Weight Influences Count
        • Check: Skin Weight Valid Bones
      • Materials validation
        • Check: Backface Culling
        • Check: Material Nodes
        • Check: Material Base Color
        • Check: Material Specular
      • Texture map validations
        • Check: Texture Wrapping
        • Check: Texture Color Space
        • Check: Texture Node Name
        • Check: Texture Path
        • Check: Texture Format
        • Check: Texture Metalness
        • Check: Texture Albedo
        • Check: Texture Embedding
      • Animations
        • Animation
Powered by GitBook
On this page
  • Description
  • Automatic fix
  • Manual fix
  • Tips
  • Properties
  1. Validation
  2. Validation checks
  3. Mesh validations

Check: UV Map Range

Version:

PreviousCheck: UV Map NameNextCheck: UV Map Count

Last updated 1 year ago

Severity: Warning

Error message: UVs must be confined to the 0-1 UV space.

Description

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.

Automatic fix

Not available.

Manual fix

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).

Tips

Properties

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.

UVs
Image Texture Node
texture atlasing
constrain UVs to the 0-1 range
MIP mapping
texture atlasing