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
  • Properties
  1. Validation
  2. Validation checks
  3. Texture map validations

Check: Texture Wrapping

Version:

PreviousTexture map validationsNextCheck: Texture Color Space

Last updated 2 years ago

Severity: Warning

Error Message: Found Repeat texture wrapping mode.

Description

Wrapping modes define how to handle texture coordinates that are negative or greater than or equal to 1.0. . In Blender, they are set in the . Ready Player Me assets don’t use tileable textures and UV coordinates are therefore . When the wrap mode is set to Repeat, filters could cause color from one side of the UV space to bleed into the other side by wrapping around. By setting the wrapping mode to Clip/Clamp to edge, texture coordinates with values outside the 0-1 UV range are clamped to the closest existing image texel at the edge. MIP mapping filters also respect that setting and create MIP levels accordingly.

Automatic Fix

Set texture wrapping modes to Clip/Clamp to edge for texture maps.

Manual Fix

Not necesssary.

Properties

Hosts: Blender

Types: Texture

glTF supports different wrapping modes
Image Texture shader nodes
confined to the 0-1 UV range
MIP mapping