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Texturing

Before you start texturing

After unwrapping the UVs, head over to the “texture paint” tab. The texture will show as a bright pink because there is no material applied to the model.

Texture Paint

You should have a split screen that looks like this:

Split Screen

Texture Map Definition Basics

  • Base Color - color information that dictates what the surface of the model
  • Specular - color and value information for how strong and what color a sheen would appear on the surface of the model when it interacts with light information.
  • Roughness - Value information that corresponds to how smooth the surface is.
  • Metallic - Value information that corresponds to how metallic a surface is.
  • Normal - color and value information that gives surface detail information for lighting.
  • Bump - Value information that gives surface detail.

Texture Maps

STEP 1: Create and Set a Material

1.1 Make sure to select the model you want to paint.

1.2 Navigate o to Material Properties > New. A new material will populate the materials window above the “new” button.

Create Material

1.3 Rename the material to the desired name that correlates to the model. In this example we’re using “jacket”.

Rename Material

STEP 2: Create Individual Texture Maps

These maps will populate the material we just made:

  • Base-color
  • Roughness
  • Metallic
  • Bump

Texture Set

Step 3. Save each texture map individually

SUPER CRITICAL STEP!

caution

Save each texture map individually. Blender does not save those when you save the project. Do this to ensure work doesn't get lost between work sessions. Save periodically, especially when alternating between maps.**

Texture Save

Save Files

STEP 4: Apply colors and textures to each map for desired appeal

STEP 5: Prepare URP ready textures for Workshop

CONGRATULATIONS! Your completed texturing your digital wearable!