Texturing

Applying materials

Do this Result
Click a thumbnail in Materials Apply it to the selection, and use it for new brushes
Drag a thumbnail onto a face Apply it to that face
Shift while dropping Apply it to the whole brush or mesh
Alt while dropping Place it as a decal

Dropping a material on a terrain sets a terrain layer instead, see Terrain layers.

UV lock (Ctrl+Shift+U) is on by default, so textures stay attached to a brush while you move it.

The Texture tool

Shift+T edits face alignment in place, like Hammer's face edit mode. It works on the faces you select with it.

Input Result
Click, Ctrl+click Select a face, add or remove one
Drag a selected face Slide the texture, the pixel under the cursor stays under it
Arrow keys Slide by the grid size in pixels, with Shift by one pixel
Ctrl+wheel Scale by 2, with Shift in fine steps
Alt+wheel Rotate by 15°, with Shift by 1°
Alt+click Pick up a face's material and alignment
Right click Apply the current material
Ctrl+right click Apply it and reset the alignment
Shift+right click Paste the picked material and alignment
Alt+right click Apply the current material, continuing the selected face's alignment across the edge

Alt+right click is how a texture runs cleanly around a corner. The tool options bar adds justify buttons, Treat as one to justify several faces as a single area, and Align to View.

For faces with explicit UVs, and for meshes, use the UV Editor.

Texture scale

A texture repeats every as many map units as it has pixels, which is too small for high resolution photos. Set metadata/texture_size on the material to the world size one repeat should cover, see Materials.

Hotspots

Texture > Hotspot Fit (Alt+H) fits the selected faces to the best matching rectangle of a trim sheet, read from <texture>.hotspots.json. Texture > Hotspot Editor draws those rectangles.

Vertex paint

The Paint tool (P) paints vertex colours onto brush faces, for dirt, tint and fake lighting. Pick the colour in the tool options bar, Ctrl+wheel resizes the brush.

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