Texture Generator

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The Texture Generator tool is designed to quickly create custom textures for your meshes through text prompts. You can select a mesh or Model made up of several meshes¹, type in any prompt to preview results within a few seconds, then generate full textures.

"Rusted Charred Metal Castle"
"Mossy Stone Fortress"
"Snow Covered Ice Sculpture"
1 When generating a texture for a Model group of MeshParts, the meshes should be arranged in a sensible way such that a unified body is formed. Avoid generating a texture for an arbitrary group of meshes scattered about the model's bounds, or for more than one identical mesh in the same operation.

Generating Textures

To begin generating textures, navigate to the Model tab and open the Texture Generator tool.

Texture Generator indicated in Model tab

With the tool's window open:

  1. Select a MeshPart or a Model comprised of MeshParts in your scene.

  2. In the tool's preview pane, click and drag to set a generation angle that highlights the significant features or surfaces for texturing.

    Good generation angle focusing on primary faces of a tower mesh
    Bad generation angle focusing on bottom of tower mesh
  3. Enter a prompt describing your desired texture, for example:

    • "Rusted Charred Metal Castle"
    • "Mossy Stone Fortress"
    • "Snow Covered Ice Sculpture"
  4. Click Preview to create a texture preview in real time. This process typically takes about 20 seconds but may take longer during peak periods.

    When you've found a texture that looks suitable, use the "rotate" buttons to rotate the view 90° around the mesh. To return to the prompt input to iterate and/or create a new preview, click the "back" button.

    Texture preview showing in tool window
  5. When you're satisfied with the texture, click Save & Apply to create a full texture for your mesh. This process typically takes a few minutes but may be longer during peak periods. When complete, the new texture will be applied to the mesh through a SurfaceAppearance instance.

    Texture applied to mesh in 3D world

Managing Textures

Generated textures appear in the Saved Textures section of the tool's window. For each texture, you can click the to access various options.

Saved Textures list in tool window
OptionDescription
Insert Mesh with TextureInserts a copy of the textured mesh/model into the workspace.
Show in InventoryOpens your Images inventory on the Creator Dashboard where you can inspect the texture image.
ExportExports the mesh to your local system as a .obj file.
RemoveRemoves the texture from the Saved Textures list.

Advanced Options

Expanding the Advanced Options section in the tool's window allows you to configure the following aspects.

Advanced Options panel in tool window

Seed Control

You can choose to either randomize the seed or set a specific seed for texture generation. Setting a specific seed before generating a texture ensures you get consistent results each time you use a specific prompt.

Generation Angle

Allows you to set a primary generation angle to prioritize during the preview generation phase to ensure the most important areas of your mesh are visible and able to be textured. This angle is also controlled by clicking and dragging the mesh in the preview window.

See Best Practices for detailed recommendations on choosing a generation angle.

Smart UV Unwrap

In 3D modeling, a UV map is a 2D representation of the surface of a 3D model, allowing 2D textures to be accurately applied to the 3D model. UV coordinates U and V refer to the horizontal and vertical axes of this 2D space, similar to the X and Y axes in a 2D graph.

For the texture generator tool to create well-formed textures, your mesh's underlying UV maps need to fit a few guidelines. First, all UV coordinates must be within the unit square, as UV maps outside of the unit square will wrap around to the other side of the UV map and create artifacts or seams in the final texture. Second, all UVs must be non‑overlapping, as overlapping UVs will result in inconsistent textures and color placements.

Selecting the Smart UV Unwrap option will take a mesh with no UVs (or incompatible UVs) and apply the necessary UV coordinates for texturing. If your UVs are compatible, they won't be affected and you can use your mesh as‑is.

Specify Front View

When this setting is enabled, the generation angle selected during the preview stage is specified as the "front" of your mesh. This allows the tool to better texture meshes with a clear front and back by identifying each side, resulting in more consistent and coherent textures. This is particularly helpful for objects with a clear front and back, like avatars, animals, and clothing.

Front view of character's lab coat with Specify Front View disabled
Back view of character's lab coat with Specify Front View disabled
Front view of character's lab coat with Specify Front View enabled
Back view of character's lab coat with Specify Front View enabled

Best Practices

The following prompting tips enable the tool to provide better and more consistent results.

  • Provide as much detail as possible in your prompt. Short, vague prompts will lead to inconsistent or unexpected results.
  • Include texture attributes like material types, colors, patterns, wear and tear, etc. The more constraints you give the tool, the better it can generate what you have in mind.
  • Use descriptive phrases instead of single words for key items, for example "worn leather" instead of just "leather."
  • Add styling cues like "cinematic," "photorealistic," "cartoon," or "low poly" to influence the overall look.