Blender to Three.js (.JSON) and OBJ to .JS texture mapping issues
Question: I'm stumped. I've looked at all related threads I could find, none quite
describe my issue.

I'm trying to get either a .JSON or .JS version of a model to export and
texture map the same as an .OBJ version when rendered via WebGL. Below is an
image illustrative of what's happening:

![WebGL rendered MODEL EXAMPLES](http://i.stack.imgur.com/H0dYv.jpg)

**Setup:** Win7, Blender 2.77, Three.js (downloaded 5/22/16), Three.js (.json)
Blender Exporter, Python OBJ > .JS converter script (convert_obj_three.py)

    
    
    python convert_obj_three.py -i xxx.obj -o xxx.js
    

**Steps:**

  * WoW model exported from WoW ModelViewer as .OBJ 
  * WoW model imported to Blender
  * Blender Edit mode to "Remove Doubles"
  * Blender Export to .OBJ
  * Three.js THREE.OBJLoader() script to test on Web

Results in "**GOOD** " example (left case in image)

  * Blender Export to .JSON (trying every config imaginable and then some)
  * Three.js THREE.JSONLoader() script to test on Web

Results in "**BAD** " example (middle case in image)

  * Blender Export to .OBJ
  * CMD line Python script to do conversion from OBJ to .JS
  * Three.js THREE.JSONLoader() script to test on Web

Results in "**WORSE** " example (middle case in image). For some reason in
this last instance not just the Hair texture, but portions of skin of the
model's face get wonky as well.

You'll likely notice the light rendering varies a bit in each case as well.

I look at the .JSON and .JS files and have no idea how to manually edit if
that's ultimately what's needed.

Perhaps certain models simply won't texture properly?


Answer: Your UV's for the head of your model are outside the range [ 0, 1 ].

When you load your JSON model, set

    
    
    texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
    

three.js r.77

