[Unity] Part 1: Setting HD Textures

Step 1
In this lesson we'll learn how to make textures look very professional!

There is another lesson very simliar to this lesson. I would recommend checking out This lesson from Blender Intermediate Part 3.


Step 2
Let's find some "seamless" textures online, pick any good seamless texture you find! So... What does Seamless mean?

"Seamless" means there are no seams when you tile a texture in both X and Y vertices.

Here's a seamless Example when I align it horizontally and vertically in Paint.

And here's an example "with seams"

Step 3
So with that said, pick a good seamless texture for the floor, I chose a wooden floor

Then click and drag that onto your plane and then adjust the tiling to your liking. This "Should" have no seams as the texture multiplies. Since it's a seamless texture.

Add some tiling by clicking on the material's Standard shader's Tiling setting.

Not the one under Secondary Maps

Step 4
Next we want to add a normal map, Specular map and an ambient occulusion map. So... What are they?

Normal Maps

If a material is using a normal map. That will change the way how light is affected on it. If the texture is bumpy, then the lighting should also look bumpy, and not a flat piece of paper.

Specular Maps

Specular Maps will show reflections on the material based on the bumpyness of the texture.

Ambient Occlusion Maps

Ambient Occlusion is areas on the map where the light does not reach and causes a smooth shadow. From darkest shadows in the darkest corners and light shadows as it's closer to the light.

Step 5
We don't have those maps for our floor texture, so lets generate them!

A Maps Generator

You can click and drag your texture files into here and then download all the maps that you need.


You can adjust the strength, blue, level, and sharpness level.

Once you are done, click All to download all.

This will download all types of texture maps you need. Then put them all into your Unity project.

NOTE: If the textures appears to be completely black, Re-do it from the beginning when clicking and dragging your texture in.

Check Your Work
Step 6
You should now have all the other texture types. You won't need the Displacement map but that's optional.
Step 7
Now lets assign them to our material by clicking and dragging into the slots!

Ambient Occlusion goes into the Occlusion slot
NormalMap goes into Normal Map slot
SpecularMap goes into the Metallic slot

And it's optional for the Displacement map to go into the Height map slot if you want.

Note: When you click and drag a normal map for the first time, it'll ask you to "Fix Now", Go ahead and click that.

Check Your Work
Step 8
Let's see what your texture looks like now! You can adjust the levels to your liking.
Step 9
We will use this knowledge of Texture Mapping for the next lesson on creating your own player in Blender!
[Unity] Part 1: Setting HD Textures Info



Created By

tina nguyen


Epic Roll a Ball

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