I’m making a new workflow for game development hard surface modelling using Rhino and having some fun rendering using the default Grid Texture.
This is how the UVEditor was displaying:
Exporting the asset as FBX for painting and selling them in the asset store, I was not expecting this UV space distribution layout: the mapping mesh on the right is out of the [1,1] UV space.
What is happening in Rhino, is that the UVEditor space is showing a UV mapping region and not the UV 0,0 to 1,1 UV space layout. Find number 99 in in the bottom right corner.
To fix this issue(RH-54765), I suggest not to use the default “UV Grid Texture” and replace it instead with something similar to this:
In this way, it will be clear where is the boundary edge of the texture.
If you need to work in a UV mapping space 0-1 you need to be inside this rectangle.
In this video explain why this is important. Often the UV mapping mesh is not inside the 0-1 domain. If we move it looks like is not moving as reported in issue RH-53857. What is actually moving is the grig texture. Having an outline border helps to be aware and understand what is happening.