Llama Labs Interactive
  • Introduction
  • Asset Creation
    • The Crate Series
      • Blender Basics
        • The Base Model
        • Edit Elements
        • Blender Common Tools
        • Simple Materials
        • Useful Techniques
        • Exporting the Asset
        • Summary
      • Materials and UVs
      • Palette & Gradient Texturing
        • Palette Approach
        • Creating the Material
        • Unwrapping UVs
        • Finalizing the asset
      • Tileable Textures
        • Creating the Texture
        • Creating the Material
        • Unwrapping the UVs
        • Finalizing the Asset
      • Trim Sheets
        • Creating the Texture
        • Creating the Material
        • Unwrapping UVs
        • Finalising the Asset
      • Hand Painted Assets
      • High polygon Assets
    • VRM Avatars
      • Getting Started
      • VRM for Blender
        • Installation
        • Rigging the Avatar
        • Weight Painting
        • Blend Shapes
        • VRM Details
        • VRM Export
  • Hyperfy
    • Custom Avatar Animation
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On this page
  • Combining Metallic and Smoothness
  • Palette Texturing Techniques
  • Moving On
  1. Asset Creation
  2. The Crate Series
  3. Tileable Textures

Finalizing the Asset

This doc goes into any remaining considerations to make when using Tileable Textures...

PreviousUnwrapping the UVsNextTrim Sheets

Last updated 6 months ago

Combining Metallic and Smoothness

As Unity is the target platform using the Standard Material, the Smoothness and Metallic textures need to be combined into one texture.

Metallic is applied to the Red Channel and Smoothness is applied to the Alpha Channel.

The best image format is PNG as it supports an Alpha channel.

Palette Texturing Techniques

If making a single asset such as a crate you could utilise Palette Texturing Approaches to take the asset further without needing a second material, although this depends on the texture you are using if the colors you would like to use are available.

Moving On

Tileable textures can be very limiting to use one material type to one asset, and is only useful for very specific situations such as large areas in an environment.

In the next category, we will be looking at how we can get multiple textures into one material in order to have a very efficient, but also very flexible, approach to Asset Creation.

Using Palette Texturing approaches for tweaks...