#Texturing large models

18 messages · Page 1 of 1 (latest)

blazing karma
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I want to create an extremely large model for a personal project, but when I try to map a texture through the texture template, blockbench completely freezes up. I'm talking around >=100x the size of the player model (approx.). Any method that doesn't absolutely kill blockbench? Really new to this stuff btw.

pliant ravineBOT
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Welcome to the help forum!

Please make sure to read #1021015331910713395 as it may answer your question!

Once your question has been resolved, please mark the post as closed by using the </close:1163944441741049897> command.

charred coral
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Use a smaller texture

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1024x1024 should be good

blazing karma
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Would just 16x work or is that per face?

charred coral
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I'm not sure if texture templates would be the best option

blazing karma
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Hmm. Should I use box UV or per face UV?

rapid cypress
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imo per face is always better if you aren't required to

blazing karma
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and trying to paint the top half of the model straight up doesn't work unless it's one very specific set of pixels which it then copies onto the rest of the blocks

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horrible example but something like this

rapid cypress
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that mean those faces share the same uv which isn't what you want in your case, go check out some tutorials on yt

charred coral
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That means that your UV maps are not setup properly, see this!:

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!faq uvmapping

pliant ravineBOT
# charred coral !faq uvmapping
FAQ
Blockbench: UV Mapping

Definition

A UV map or just "UV" is the information in a model, which parts of a texture are shown on which parts of a model. UVs can overlap and hence cause several parts to use the same area on the texture.

Editing a UV Map

You can edit a UV-map trough the UV window in the top left.
Make sure to have a cube selected which you want to UV map and freely resize/move the selection box in the UV window.
You cannot resize the UV selection if you're using Box UV

What do the value fields below the UV window mean?

Per-face UV: The first two values are the x/y position (with 0/0 being in the top left
corner) of the UV map, and the last two values its width and height.
Box UV: The 2 values are the x/y position of the UV map. The size of the UV map depends on the size of the respective cube.

I don't wanna bother with any of that, just let me draw on the model!:

Select all elements (Ctrl+A) and, create a new texture and make sure to select "Template" as type.
This will create a new texture that will keep already existing texture information, but assigns each element a unique section in the texture.

blazing karma
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ty ill check it out

blazing karma
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I think its working now, ill close this post

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tysm!