Textures¶
A texture refers to a generic image. A map refer to an image which has specific properties which will influence the renderer. Textures/Maps allow us to alter how the geometry is rendered, such as adding additional detail, affecting light, etc.
Notes¶
The nif format only supports UV mapped textures, so only those will be exported.
GLSL mode is enabled on import/export but should be enabled manually otherwise to give correct viewport preview.
Relative paths for textures are often used, eg.
/Texture/../..which should be adjusted so Blender can render in the viewport.
Requirements¶
Adding textures requires the following:
The Mesh-object needs to be uv-unwrapped.
That Mesh-object requires a Material.
Creating a Texture Slot¶
Create a Texture slot to hold a texture.
In the Texture tab, Click New to create Texture Slot.
A texture slot has a default texture, we set type of image we will use:
Under Type, select Image or Movie**or **Enviromental, see texture maps
We load an image to use as our texture.
Next to Image, click Open, and select the desired texture image.
Set the texture to use the UV coordinates.
Under Mapping > Coordinates, select UV.
The UV layer that was created previously needs to be selected for this texture.
In the Texture tab, under Mapping > Layer, click on the empty field, and select
UVTex.
Texture Maps¶
Each Texture Map affects different properties of how the geometry is rendered