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Question by CJay7 · Jan 18, 2014 at 12:58 AM · texturematerialcubepaint

How do I add a texture to a cube with different faces?

Here is the greatest example... How would I create dice? I need each face of the cube to look different. Would I just create a picture in Microsoft Paint with the design of a cross, containing 6 squares of my different colors/designs, or is there a better way to do it?

Here are the basics... I am creating "cube characters". The front of my cube should contain a face, the back and sides of the cube should match the "clothing" component, and the top should be a specific color or design as well. If the player decides that he or she wants to change the facial appearance or the clothing, how would I go about implementing this in the game?

Thank you in advance for any HELPFUL answers.

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avatar image rutter · Jan 18, 2014 at 12:59 AM 0
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Sounds like you might benefit from a 3D modeling tutorial. Look for anything about UVs and texturing a simple cube.

avatar image CJay7 · Jan 18, 2014 at 02:08 AM 0
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I'm not finding anything very simple or helpful... There should be a simple way to do this, I would think...

avatar image getyour411 · Jan 18, 2014 at 02:30 AM 0
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I see you've updated the post adding "HELPFUL" answers. You are asking a really basic question and getting a helpful answer: map a texture to a mesh with a UV map. Do it once or twice and it will seem simple. Since you don't say what 3D $$anonymous$$odelling app you have, I'll assume Blender.

http://www.youtube.com/watch?v=NpkG6ygVals

avatar image CJay7 · Jan 18, 2014 at 03:21 AM 0
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Yes, I am using Blender. I am beginning to understand the UV map concept, but I'm not sure that I'll be able to add it to my player prefab in Unity as a material. Will I be able to turn this (3x3 grid) UV map into a material?

avatar image getyour411 · Jan 18, 2014 at 03:29 AM 0
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Yes, sort-of. You'll have a material (which could be thought of a 'how should light react with this' and to that material you'll have a UVmap'd texture - a simple diffuse in the simplest form, fancier one that has multiple channels supporting specular, normal, etc. Start w/ simple diffuse/one channel

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Answer by getyour411 · Jan 18, 2014 at 02:09 AM

As @rutter commented/answered, you should follow one of any of the UV/texturing tuts

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