# UV Map flipped for Imported Mesh from Blender file.glb

**URL:** <https://forum.babylonjs.com/t/uv-map-flipped-for-imported-mesh-from-blender-file-glb/26378>\
**Category:** Bugs\
**Tags:** material, uv\
**Created:** [December 30, 2021, 8:06pm UTC](https://forum.babylonjs.com/t/uv-map-flipped-for-imported-mesh-from-blender-file-glb/26378 "2021-12-30T20:06:30Z")\
**Posts on this page:** 1\
**Showing post:** 63

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**Author:** ![JohnK](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/johnk/32/26764_2.png) [@JohnK](https://forum.babylonjs.com/u/JohnK)\
**Post date:** [February 8, 2022, 8:05pm UTC](https://forum.babylonjs.com/t/uv-map-flipped-for-imported-mesh-from-blender-file-glb/26378/63 "2022-02-08T20:05:52Z")

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As I mentioned previously

> [@JohnK](#):
>
> Images are all considered by Babylon.js to have (0, 0) at bottom left hand corner and (1, 1) at top right corner thus the image showing gltf v babylon file uvs is wrong. It is also wrong for the gltf file - both top left and bottom right cannot be (0, 0)

> [@JohnK](#):
>
> In all cases Babylon.js let V be a vertex assigned (u, v) to map the image, consistently this means that the image data for V is taken from the point a distance u from the bottom left hand corner measured horizontaly towards the right and a distance v from the bottom left hand corner measured vertically upwards.

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