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Your first texture

Load a model, drop a material on it, and see the result. This takes about a minute. The screenshots use a stone well at 128 x 128.

Go to File > New Project…, pick your model (.fbx, .obj, .gltf or .glb), choose a resolution and click Create. (There is more about these options in Getting started.)

The model loads in the background, so the window stays usable. When it is done you see it in the 3D view on the left and its UV layout on the right:

The model loaded, with no material yet

Every new project starts with two layers: a fill layer at the bottom and an empty paint layer above it. Texture Sets lists one set per material on the mesh. This one has a single set called lambert1.

The Asset Shelf is in the bottom left. Pick the Material tab, or type in the search box to find one by name.

The Asset Shelf, Material tab

Drag a tile from the shelf and drop it on the model in the 3D view. Here it is Planks:

Planks on the model

The material goes onto the texture set you dropped it on, as a new layer at the top of the stack:

The Layers panel after the drop

Nothing below it is touched. Hide the Planks layer (click its eye) and the layers underneath look exactly as they did.

With the material layer selected, Properties shows its settings. Every material has its own set of sliders and colours. Drag them and the model updates as you go. Randomize gives you a new variation of the same pattern.

Planks’ settings in the Properties panel

This works because a material is a recipe, not a picture. You can come back and change it at any time, even after you have painted on top.

By default a material follows the model’s UVs. The Projection drop-down also has Tri-planar, Planar and Cylindrical, which wrap the pattern around the model instead. These need two maps baked first. The note at the top of the panel reminds you: bake Position and World Space Normal in Bake mode. Baking mesh maps shows how.