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L19 — UVs & textures (beginner)

Goal

Understand UVs as “gift wrap coordinates,” create a tiny texture, and respect N64 size limits.

UVs in one metaphor

The mesh is a cardboard animal. UV unwrap flattens its skin onto a 2D poster. The texture image is paint on that poster.

  • U, V = axes of the poster (like X, Y for images)
  • Overlapping UVs share paint (fine for tiling)
  • Stretching UVs stretches the art

Minimal Blender path

  1. Select mesh → Edit Mode.
  2. Select all (A).
  3. UV → Unwrap (or Smart UV Project for a first pass).
  4. Open UV Editor to see the island.

Texture rules for this course

DoDon’t
32×32 or 64×64 to start2K hero textures
Power-of-two sizesRandom 137×91
Few unique texturesUnique 256×256 per ground tile
Prefer PNG mastersUncompressed huge TIFFs in ROM

Recall TMEM ~4 KiB (L05). Vertex color (L20) carries large-scale variation.

Assign a test image

  1. Create a 64×64 PNG (checker or solid).
  2. Material → Base Color → Image Texture.
  3. Pack or keep the PNG next to the blend for export.

Exercises

  1. Smart-UV a cube and put a checker on it.
  2. Resize an image to 32×32 and reassign.

Lesson code

Module 3 is Blender-first — there is no per-lesson C ROM for L17–L25.

Runnable code that loads the course meshes lives in the Module 3 asset lab checkpoint (lessons/m3-asset-lab/).

Next

L20 — Vertex paint.

N64 Educator v1.2.2 — libdragon + Tiny3D · branch master