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Textures

Lindsey Tropf avatar
Written by Lindsey Tropf
Updated this week

Textures are the image applied to a mesh to give it surface details. This section overviews how to export your textures from Photoshop (or other image programs with similar appropriate export settings) and subsequently import it into the CAS.

Exporting from Photoshop

The CAS works best if the images are exported in webp format, though other formats such as jpeg and png are supported. This guide is using Adobe Photoshop but other versions should have similar parameters.

Export: Webp

1. Using Photoshop 2024 onwards, select File from the top menu bar, then Save a Copy.

2. Select webp from the dropbox, name your file, then save in the location of your choice. You have your webp texture.

Importing Texture into the CAS

1. In the CAS, textures are imported and housed here:

2. In the Textures page, there will be a list of texture assets and an upload function on the right:

3. You can drag and drop your texture into the upload area, or click on that area to navigate to your texture file in your folders and select it:

4. Once you have the appropriate file chosen, you can upload the texture by pressing the upload button circled below:

5. Viola, your texture has been uploaded to the texture repository, and you should be able to navigate down the list to find your texture:

Best Practices

Here are some general guidelines for textures to be set up for import into the CAS:

  • Your textures should ideally have a resolution that is set to power of 2 parameters (eg. 512x512, 1024x1024). These resolutions are computationally optimal for digital engines such as Babylon.

  • The texture resolution should also be proportionate, with the end result being a square-shaped image.

  • You’d also want to keep to the lower end of the resolutions as possible to keep file sizes small, discretion based on the import and size of your 3D asset (eg. small props could have a texture resolution of 256x256, while NPCs could have larger sizes (1024x1024).

  • Generally, you’d only need one UV map data set per mesh too.

  • We recommend naming your files in a way that best makes sense to you and your organisational sensibilities.

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