Texture Objects

We want to put an image on an object, rather than just have a solid color.

Texture Types

There are several types of textures.

  • Diffuse/Albedo map - Color for object. The is the basics of what you need. Although the image can look “flat.” Think bricks. Shouldn’t look flat, but will be with just a diffuse map.

  • Bump maps - Create illusion of depth via grayscale data. Shade of gray is height. These are grayscale images.

  • Normal maps - Better than bump maps, uses RGB for more info. This can give us x, y, and z. Allows for angle and more realistic looks. These maps tend to look blue.

  • Displacement/Height map - This map is used to actually changes surface they are on.

  • Specular/Metallic - Maps out what part of the image is shiny.

Here are some samples from Texturise, their “Tilable Wood Planks Texture”.

../../_images/tileable_wood_planks_texture.jpg

Texture

../../_images/tileable_wood_planks_texture_NORMAL.jpg

Normal

../../_images/tileable_wood_planks_texture_SPECULAR.jpg

Specular

../../_images/tileable_wood_planks_texture_DISP.jpg

Displacement

../../_images/image1.png

Albido/Texture image/Color

../../_images/image2.png

Normal

../../_images/image3.png

Displacement

../../_images/image4.png

Specular

../../_images/image5.png

Everything

Here they are, in action on Blender.

Texture Websites

Where can you get textures?

Very Simple Textures

  • Create a new project.

  • Add a 10x10 plane.

  • Create a folder called “Textures”

  • Toss the images there.

  • Create a material in that folder.

  • Toss onto the plane.

  • Put images into texture

    • Toss ‘texture’ to Albedo.

    • Toss ‘specular’ to ‘metalic’. Change to ‘Albedo Alpha’ and turn smoothness down to about 0.1. You can use this for occlusion instead.

    • Toss ‘normal’ to ‘normal map’

    • Toss ‘displacement’ to ‘Height map’

../../_images/creating_material.png
  • You can change the ‘tiling’ to control how many times it repeats on the surface.

UV Mapping

Take some road textures:

../../_images/Tileable_cracked_asphalt_road_texture.jpg

Road texture

../../_images/Tileable_cracked_asphalt_road_texture_NORMAL.jpg

Road texture normal

../../_images/Tileable_cracked_asphalt_road_texture_SPECULAR.jpg

Road texture specular

Create a road texture. I used specular for occlusion. Apply to a new cube.

../../_images/road_cube.png

Looks ok. But what if we scale the cube?

../../_images/stretched_road_cube.png

We need to change the geometry, and not scale the item. Then do a “UV Unwrap”.

Go to blender. Create a cube. Go into edit mode and not object mode. Change the cube dimensions.

../../_images/blender_cube.png

Change the bottom view to UV. Do a smart UV unwrap:

../../_images/blender_uv.png

Delete camera and light. Save into your Assets folder. Toss cube onto scene. Apply material. See how it maps?

Change mapping. Save. See results.

../../_images/blender_uv2.png ../../_images/unity_mapped.png