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:

  1. A Mesh-object.
  2. The Mesh-object needs to be uv-unwrapped.
  3. 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 create 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