You can use the Photoshop painting and adjustment tools to edit the textures contained in a 3D file, or to create new textures. Textures are imported as 2D files with the 3D model. They appear as entries in the Layers panel, nested under the 3D layer, and grouped by map type: Diffuse, Bump, Glossiness, and so on.
To view a thumbnail of a particular texture file, hover the mouse pointer over the name of the texture in the Layers panel. The image size and color mode are also displayed.
A. 3D layer B. Texture map types C. Texture map filename
Texture maps used by a particular material also appear in the lower section of the 3D panel when a material is selected. See 3D Materials settings.
Edit a texture in 2D format. The texture opens as a Smart Object in a separate document window.
Edit a texture directly on the model. If necessary you can temporarily cut away model surfaces to access areas to paint on. See 3D painting.
Edit a texture in 2D format
Display or hide a texture
You can display and hide a texture to help identify what area of the model the texture is applied to.
Create UV overlays
A diffuse texture file used by multiple materials on a 3D model can group several content areas that are applied to different surfaces on the model. The process called UV mapping matches coordinates in the 2D texture map with specific coordinates on the 3D model. UV mapping allows the 2D texture to be painted correctly onto the 3D model.
For 3D content created outside Photoshop, UV mapping occurs in the program where the content was created. However, Photoshop can create UV overlays as guides to help you visualize how a 2D texture map matches up with the 3D model surfaces. These overlays act as guides when editing a texture.
UV overlays are added as additional layers in the Layers panel for the texture file. You can show, hide, move, or delete a UV overlay. The overlays appear on the model surface when you close and save the texture file, or switch from the texture file to the associated 3D layer (the texture file is auto saved).
Delete or hide UV overlays before performing a final render.
Reparameterize a texture map
Occasionally you may open a 3D model whose textures are poorly mapped to the underlying model mesh. Poor texture mapping can produce obvious distortions in the surface appearance of the model, such as unwanted seams or areas of stretching or squeezing of the texture pattern. Poor texture mapping can also cause unpredictable results when you paint directly on the model.
To check texture parameterization, open a texture for editing, then apply a UV Overlay to see how the texture aligns with the model surfaces. See Create UV overlays.
The Reparameterization command remaps a texture to the model to correct distortion and create more effective surface coverage.
Reparameterized texture using Low Distortion (left) and Fewer Seams (right)
Low Distortion keeps the texture pattern more intact, but can create more seams on the model surface.
Fewer Seams minimizes the number of seams that appear on the model. This can produce more stretching or pinching of the texture, depending on the model.
You can also use the Reparameterize command to improve the default texture mapping that occurs when you create 3D models from 2D layers. See Create 3D objects from 2D images.
Create a tile for a repeating texture
A repeating texture is composed of identical tiles in a grid pattern. A repeating texture can provide more realistic surface coverage of the model, use less storage, and improve rendering performance. You can convert any 2D file into a tiled painting. After previewing how multiple tiles interact in the painting, you save one tile for use as a repeating texture.
To set up a mesh for a repeating texture, use the 3D application that created the model.