Need a little explanation (the difference) regarding "materials" and "textures"

Hi all,

i have a newbie question here, I think I’m mixing something up in my mind. I’m quite new to blender, and I will now start my learning courses towards texturing.

First off, I build models for games (i aim for unity 3d engine), so i do not care that much about rendering within in blender. Also, I currently built models for a RTS game, so you can imagine the models being rather small and seen from a isometric perspective, that mean’s I don’t need to bother with good metallic effects, or even less, about glass effects or other important effects that you might need for first person views.

In my imagination, I build models, then I want to slap a diffuse texture map on them, and then unity3d will (hopefully) handle the bump / and specular part of the additional texture maps.

But I’m curently a bit confused about the “material” and “texture” term in Blender. However, from direct translating, please tell me if I see it right :

If I make a window for example, and the window itself is not an open hole, but has an actual face, I could give the face a “glass material” and then add a texture to it if I want ? So, I could (even if pointless) use a “wood texture” and slap it on a “glas material” creating a stupid effect.

But in my case, am I right that I can more or less ignore “materials” and just create a “basic (not doing anything special)-material” for the entire model, and then add my UV texture map(s) to it ? In other words, I can more or less ignore the material part (except the basic one, since I need a material to add a texture to it).

Is this correct what I’m typing here ? I would really like to avoid starting to learn something wrong, which then later forces me to retexture / uvmap all my models loosing countless hours of work.

Thanks for helping :slight_smile:

B/R
Starman

Yes, a texture is an image. It might be an image you load, or a generated texture like noise or clouds, but generally speaking it’s a rectangular arrangement of bits. Texturing is how the textures are mapped onto a model(UVs) Materials are what Blender does with the textures when rendering. The simplest and default material is just a diffuse shader, and is all you need for something really simple. Set up UVs for your model. Add a new material. And plug an Image Texture into the color of the diffuse shader. If that does what you need… BOOM, you’re done. :slight_smile:

Have Fun!

you are saying that you want to add a simple texture. but it does not save you from re-texturing if you don’t like something later.
also there is nothing ‘wrong’ in learning basics, it is essential for almost everything in 3d

Good, then I’m thinking the correct way, I really was a bit confused about how many materials I need for the mesh. UV map will be only one per mesh anyway, smaller ones will even share a texture map.

That’s of course true, and most likely not avoidable. But know I understand how to “handle” materials in my case, so I only need one, that’s what concerned me most.

Thank you guys for your replies :slight_smile: