How to Alter Your Pre-Built Texture Maps

Simon Pham
3 min readAug 24, 2023

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In this blog post, I’ll walk you through the process of altering your pre-built texture maps.

First, let’s start with one of our wall components. I’ll right-click the “Walls_01_AlbedoTransparency” texture component and select “Show in Explorer”.

The component will be highlighted in its folder:

Next, I’ll drag it into Photoshop. However, you can use other image editors like Gimp.

To change the image color, let’s navigate to the adjustment layer icon at the bottom right of the window and select “Hue/Saturation”.

I’m going to reduce the Saturation and Lightness a little bit and increase the Hue to about +141.

And we’ll get a beautiful teal-colored component. Next, I’ll navigate to the adjustment layer tool again and select “Curves”.

I’ll modify the graph a bit to make the image a little brighter.

And here’s our result:

To save this, let’s navigate to File > Save a Copy, name it, and click “Save.” The new image will be saved into the same directory in Unity.

Let’s head over to Unity and drag the new texture component to the Base Map field of the Material component, and you should see the color updated immediately.

Now let’s change our floor color to this teal color. To apply this color to our floor, open the floor texture component in Photoshop, just as we did with the wall component. Next, select the floor tab, choose the two layers that we created, right-click, and select “Duplicate Layers”. A small window will pop up; select the floor png file from the Document dropdown list.

Next, name and save the floor file, just as we did with the wall component.

If you want to modify a component that you’ve already applied to the scene, just open that component in Photoshop, make your changes, and save it with the same name to overwrite the original file.

Keep repeating all the steps above for your environment until you’re finished.

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