I'm working on a Minecraft themed map, and have a ton cubes. Some cubes require 3 materials (a top texture, bottom texture, and sides texture). When I apply the top and bottom materials, it applies it correctly. However, when I apply the side material, it looks distorted and smeared, and only appears correctly when viewing it from the Renderer Viewport (rather than the Material Viewport).

Material View:

enter image description here

Rendered View:

enter image description here

Is there a way to fix it, without resorting to UV mapping?

  • $\begingroup$ Is scale applied? If it is, then the only thing I can think to do is to UV Unwrap, but instead of taking the time to do it manually, and creating seams, you can just project from cube. $\endgroup$ May 13, 2015 at 17:28
  • $\begingroup$ @J.A.Streich It's already set to cube projection. That's what makes it work in rendered view, but it's not appearing correctly in material view. $\endgroup$
    – Mr. Smith
    May 13, 2015 at 17:39
  • 1
    $\begingroup$ Why are you avoiding UVs? That will give you total control on the texture mapping. Unwrapping a cube takes 2 minutes to learn: youtube.com/watch?v=e_dTES_CCbY another way to do it is blender.stackexchange.com/a/27351/1853 $\endgroup$
    – user1853
    May 13, 2015 at 17:40
  • $\begingroup$ @cegaton Overkill, and overhead; I don't need that much control, and with several thousand of these cubes being on the map, I'm worried about performance implications. Infact, with the manner in which I merge cubes (to remove hidden faces and duplicate verticies), UV mapping is likely far more difficult than you're imagining. $\endgroup$
    – Mr. Smith
    May 13, 2015 at 17:49

1 Answer 1


I am not optimistic that there is a way to "solve" this without using UV maps.

If it is any encouragement, understand that many people before you have converted minecraft data into 3D data sets: http://www.purplefrog.com/~thoth/minecraft-webgl/two.html ; and they used UVs.

I can't remember why I wrote this, but it is python code that makes up a UV map based on the position of the vertices relative to whichever of the XY, YZ, or XZ planes they are most aligned with.

Here's a copy inline:

import bpy
import bmesh
from math import *
from mathutils import *

def set_uvs_for_face(bm, fi, uv_layer):
    face = bm.faces[fi]
    normal = face.normal

    if (dz > dx):
        u = Vector([1,0,0])
        if (dz>dy):
            v = Vector([0,1,0])
            v = Vector([0,0,1])
        v = Vector([0,0,1])
        if dx>dy:
            u = Vector([0,1,0])
            u = Vector([1,0,0])
    for i in range(len(face.loops)):
        l = face.loops[i]
        l[uv_layer].uv = [ u.dot(l.vert.co),

def set_uvs(mesh, name=None):

    if name is None:
        if 0<len(mesh.uv_textures):
            uv = mesh.uv_textures[0]
            uv = mesh.uv_textures.new("cubic")
        uv = mesh.uv_textures.get(name)
        if uv is None:
            uv = mesh.uv_textures.new(name)

    bm = bmesh.new()

    uv_layer = bm.loops.layers.uv[uv.name]

    for fi in range(len(bm.faces)):
        set_uvs_for_face(bm, fi, uv_layer)



mode = bpy.context.mode
if 'OBJECT' != mode:

obj = bpy.context.active_object

if 'OBJECT' != mode:
    bpy.ops.object.mode_set(mode = mode)

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