So I’m working on this papercraft T-Rex mockup. I think the geometry is acceptable, as far as my knowledge goes. I’ve got a texture JPEG that I’m using, and when I look at the model with the texture applied I’m getting this bizarre clipping effect. It’s like the far side of the model is peeking through as I orbit around. it’s not consistent as I zoom and rotate- it shimmers around a bit. When I just look at the geometry in Sold Mode everything looks fine.
As far as I can tell my UV maps are laid out correctly. There’s nothing unusual going on with the material settings. The normals are all facing out, too. All transformations are applied.
The geometry is very basic- flat, with a solidify modifier added to each piece for a little bit of volume.
I’d love a more experienced eye on this to see if it can be helped.
Are you looking at the mesh through the camera view? If so, cameras also have clipping values that could be causing the issue and you should try lowering the “clip start” one.
No change there- I don’t think it’s a clipping value thing. It’s there both in viewport and camera and doesn’t change when I adjust the clip settings. Thanks though! I’ll be testing it out with a different texture map to see if it’s the geometry or the material. edit
confirmed that it’s not the material. I created a new material and used a different texture image. Same issue. I must be doing something weird with my geometry.
I agree that it must be the mesh, just not sure how to diagnose and resolve it from this point. I’ll try that suggestion- I thought I already cleaned up any extra vertices already but I’ll check and report.
Things look okay to me with the MatCap applied.
Not sure actually. I did solve this though! I ended up spending time cleaning up my mesh and making sure everything was quads, no tris or stray vertices. It wasnt too bad so I doubt that was the original problem. Then I remapped the UVs- again, not much difference. Then I deleted my texture material and rebuilt it from scratch. THAT finally did the trick! Maybe the problem is that I started the project with my texture map imported via “Import images as planes”. Then I built my mesh with that as a guide. When I textured the mesh, I applied the imported image as my texture placeholder. Later I replaced that with a fresh texture image within the material and that’s where my trouble started. But it’s all good now!
Thanks for the help, everybody. I really appreciate it!
For anyone reading this in the future, using the Import Images As Planes addon creates the material with the blend mode as Alpha Blend (change to opaque) and with the alpha node automatically connected to the alpha input on the Principled BSDF. If there is no alpha channel in your source image, disconnect that and change the blend mode to Opaque, and you’ll be good to go.