W3rlds Wiki
  • 🎉Getting started
    • What is W3rlds
    • Quick start
  • 🏗️CREATE AND MANAGE
    • Managing Worlds
      • Adjusting main settings
      • Adding mobile version and advanced limitations
      • Managing Avatars
      • Measure success with Analytics
    • Assets and Storage
    • Augmented Reality
      • Creating AR
      • Editing AR
      • Custom Viewer
  • 🎮Using Space editor
    • Getting Started
    • Setting the Lighting
    • Adding Assets in Metaverse
    • Creating Activities
      • Automate Animations
      • Activating Colliders
  • 👣Explore
    • Navigating with Avatars
    • Interacting in Worlds
    • Socialize
    • Hosting Events
  • 💡Content creation
    • World optimization guide
      • Naming
      • Colliders (Collisions)
      • Portals and spawn points
      • Geometry
      • Scale and positioning
      • Smoothing groups and custom vertex normals
      • UVs
      • Textures
      • Lighting
    • AR preparation guide
      • Occlusion channel
      • Bone animated AR model
      • File format limits
    • Creating Avatars
  • ⚙️Setting up your W3rlds
    • Accounts & Profiles
    • Choosing a subscription
    • Custom domains
  • Changelog & Announcements
    • Releases
      • 💡0.22 Release notes
      • 💡0.21 Release notes
      • 💡0.20 Release notes
      • 💡0.19 Release notes
      • 💡0.18 Release notes
      • 💡0.17 Release notes
      • 💡0.16 Release notes
      • 💡0.15 Release notes
      • 💡0.14 Release notes
      • 🔧0.13 Release notes
      • 🔧0.12 Release notes
      • 🔧0.11 Release notes
      • 🔧0.10 Team profiles and portals
      • 🔧0.9 Performance
      • 🔧0.8 Augmented reality
      • 🔧0.7 Continued usability improvements
      • 0.6 Creator web app
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  1. Content creation
  2. World optimization guide

Textures

PreviousUVsNextLighting

Last updated 2 years ago

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The main implementation approaches are Tile and Trim.

Tile is an endless repeating texture on both axes and is the main method of texturing large areas, such as walls, floors, etc. If a large area is covered with a single tile, its pattern will be visible. In order to hide the repetitiveness of a Tile texture, the Detail map, Decal, Vertex paint methods are used.

Trim differs from a tile in that it can be repeated seamlessly along with one of the axes. On the second axis, it is usually an atlas, consisting of other trim textures. This method is mostly used to texture small areas - decorating walls, etc.

Texture pipeline

When configuring materials, use only the following maps: Base color, Metallic, Roughness, Emission, Normal, Occlusion, Alpha (other channels are ignored). Place in each of these channels a specific numeric value from 0 to 1 (other values are ignored), or a baked map (texture). Procedurally generated textures are required to be baked!

Use textures with a resolution no larger than 1024 x 1024 px

When setting up the model materials, keep the same styling of all the textures that are plugged in:

Fully transparent polygons are not perceived. The first polygon with the smallest vertical coordinate and a non-zero alpha value will be "substituted" for the zero level (if there is an animation, then the zero position will be determined by the same rule at the initial moment of time).

  • Decal

Decals with additional primitive geometry are most often used for damage, chips, etc.

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Tile texture
Trim texture
Correct texture settings