Trouble with UV Mapping

Hello All,

I’m fairly new to Unity and game development, and I’m having a problem with my avatar creator. I am using the same kind of system as the free demo-project, where I build a single Skinned Mesh Renderer out of multiple mesh pieces. The problem I’m having right now is that a single hair mesh when it’s texture is applied, the UV mapping is wrong and the texture looks all funky on the mesh. If I take the individual mesh into a scene and apply any of it’s textures no problem, it is only when the avatar is built that its actually messing up. All of the other meshes/textures work except for this one. I know this is a very vague question, but can you think of anything that I could check for troubleshooting wise? Any help no matter how minute would be awesome!

Thanks Hans

first off- i think your terminology is off, because you can’t lightmap a skinned mesh… only static.

I can infer from your post that your lighting is not looking correctly. This is probably because you have a vertex lit shader mixed in with shaders that are pixel lit. For your hair, make sure you’re using a cutout shader and not a ‘transparency’ shader. cutout shaders are pixel lit, but can only do binary transparency. as far as your uv’s being off, there’s no way to tell without seeing the mesh. just verify that you have the correct textures applied to the right materials, and the right materials applied to the right polygons :slight_smile: