
Mainly we can change textures and materials for Animal Boxes:
Textures are image assets that are primarily used in materials, but can also be applied directly outside of them, such as when using a texture for a HUD.
For materials, textures are assigned to the surfaces to which the material is applied. Textures can be used for a variety of calculations within a material, by applying them directly to an input (such as base color), using them as a mask, or using RGBA values for other calculations.
Materials can use various textures, all of which are sampled and applied for different purposes. For example, a simple material can have a base color texture, a specular texture, and a normal map texture. In addition, there may be a map of the reflectance and roughness stored in the alpha channels of one or more of those same textures. Packing multiple values into a single texture makes them easier to use, while saving plot calls to improve performance and reduce disk space.
Textures are imported into the engine through Content Explorer using the Import button or by dragging and dropping images directly from your operating system’s windows to Content Explorer.
Various image formats and file types are supported:
.bmp – .float – .jpeg – .jpg – .pcx – .png – .psd – .tga – .dds (Cubemap o 2D) – .exr (HDR) – .tif (TIFF) – .tiff (TIFF)
When importing your textures, keep the following suggestions in mind for their dimensions:
Use power sizes of two when possible, such as 32, 64, 128, 2048, etc.
The power values of two can be mipmap and transmitted. Sizes that are not power of two are never transmitted and do not generate mipmaps.
Some GPUs have hardware limits on the maximum texture size they can support. For example, some GPUs don’t support texture sizes larger than 8192 pixels (8k).
The Texture Asset Editor is a separate window where you can view and edit texture assets.
From this editor window, you can see the texture and its color channels. The Details pane provides additional information about the imported texture along with a set of properties for configuring the texture. This includes being able to set compression, adjust brightness and saturation, set the level of detail, and more.