Getting Started with Texture Editing โ
This page introduces the basic workflow for editing textures on imported meshes.
Activate a Texture โ
Before you can edit texels, the texture of a Mesh Layer must be active.
An object is considered active when it is the only selected object or, if several objects are selected, the first selected object.
The active object is also shown in the Inspector.
You can activate a texture in several ways:
- click a Mesh Layer in the Hierarchy
- hold
Ctrland click a Mesh Layer in the Scene View
Note
Textures belonging to Mesh Primitives cannot be activated or edited.
Tools and Modes โ
Texel editing follows the same logic as the other modeling workflows:
- the tool defines the action
- the mode defines how the action is applied
A Simple First Workflow โ
- Activate a mesh texture.
- Choose the Paint Tool or Draw Tool.
- Start in Point Mode for precise changes.
- Switch to Brush Mode or Flood Mode for larger edits.
- Use operations or filters when you want to process the texture in bulk.
How Mesh Modeling Differs from Pixel Modeling โ
Both workflows look flat at first, but they solve different problems:
- Pixel Modeling stores height-aware project data
- Mesh Modeling edits imported texture data that belongs to mesh layers