Creator Guide

Per-Face Texturing

Click a face, change its color or texture. Paint each side of a box differently, tile bricks on a wall, or put wood grain on a tabletop -- all without leaving the Build Panel.

Every shape in poqpoq World is made of faces. A box has six faces (front, back, left, right, top, bottom). A cylinder has three (body, top cap, bottom cap). The face indexing is compatible with Second Life conventions, so experienced builders will feel right at home. Per-face texturing lets you select any individual face and give it its own color, texture, and material -- independent of all the other faces on the same object.

This is the foundation of expressive building. A single box can be a brick wall on the sides, a wooden floor on top, and painted plaster underneath. No need for multiple objects or external modeling tools.

A cube on a gray platform seen from a three-quarter angle against a blue sky. Its front face is bright red, its top face is light blue, and its visible side face is plain light gray, demonstrating three different per-face colors on a single object.
Figure 1. One prim, three looks: with Pick mode (or the face chips) you select a single face and recolor it without touching the rest -- here the box's Front is red, its Top blue, and the remaining faces keep the default finish. Every face of every prim can carry its own color, material, and texture.

Selecting a Face

There are two ways to select a face. Most creators use the in-world click method, but the panel strip is useful for precision or accessibility.

Click Directly in the World

  1. Open the Look tab in the Build Panel with an object selected.
  2. Click the "Pick" toggle in the Face section at the top of the tab. Your cursor changes to a crosshair.
  3. Click a face on the object in the 3D view. The selected face highlights so you can see exactly which face is active. The cyan tint with a yellow outline you see on a picked face is the selection highlight, not paint -- it disappears when you deselect.
  4. Edit that face using the color picker, texture controls, and material presets below. All changes apply only to the selected face.
  5. Switch back to "All faces" when you want to apply a change to every face at once.
The Look tab with Pick mode active. In the FACE section, the Pick toggle is highlighted green next to All faces, above the quick-select strip (Top, Front, Right, Back, Left, Bottom). Below are the COLOR picker, MATERIAL preset chips, TEXTURE section, and SURFACE sliders that will apply to the picked face.
Figure 2. Pick mode armed: the Pick toggle glows green and the cursor becomes a crosshair. Everything below the FACE section now edits only the face you click.

Use the Quick-Select Strip

The Look tab also shows a row of small labeled boxes representing each face of the object. Click any box to select that face. This is especially useful on small objects where clicking a specific face in the 3D view is tricky, or when using a touchscreen.

The strip adapts to your shape: a box shows six face boxes, a cylinder shows three, and a sphere shows just one. An "All" checkbox at the end lets you quickly toggle back to editing all faces at once.

Close-up of the FACE section at the top of the Look tab: an All faces button beside a green-highlighted Pick toggle.
Figure 3. The FACE row sits at the very top of the Look tab -- All faces on the left, the Pick toggle on the right, and the per-face quick-select strip directly beneath them.

Faces by Shape

Different shapes have different numbers of faces. Here is what each shape gives you to work with.

Shape Faces Face Names
Box 6 Front, Back, Right, Left, Top, Bottom
Cylinder 3 Body, Top, Bottom
Prism 5 Top, Side 1, Side 2, Side 3, Bottom
Sphere 1 Surface
Torus 1 Surface
Tube 4 Side 1 through Side 4 -- one face per flat side of the cross-section
Ring 3 Side 1 through Side 3 -- one face per side of the triangular cross-section

Shapes with only one face (sphere, torus) still support textures and material presets -- you just do not need to worry about selecting a specific face. The quick-select strip always shows exactly the faces your object actually has, and it adapts as you change a shape's parameters.

The Build panel's FACE section for a selected tube prim. Two toggle buttons read 'All faces' (active) and 'Pick'. Below them four small chip buttons read Side 1, Side 2, Side 3, Side 4.
Figure 4. Tubes expose one paintable face per cross-section side -- Side 1 through Side 4 -- so each wall of the square-profile ring can carry its own color or texture. The chips double as a legend: after you paint, each chip shows a swatch of its face's color.
The Build panel's FACE section for a selected prism prim. Two toggle buttons read 'All faces' (active) and 'Pick'. Below them five chip buttons read Top, Side 1, Side 2, Side 3, Bottom.
Figure 5. A prism has five paintable faces: Top, Bottom, and its three rectangular sides (Side 1–3). Select any of them from the chip strip -- no need to hunt the exact face with the mouse.

The Texture Library

poqpoq World ships with a built-in library of around 700 poqpoq-original seamless, tileable textures. They are ready to use at no cost -- no upload needed, no quota consumed. Just browse, click, and apply.

The library opens right inside the Look tab's Texture section as a scrolling grid of thumbnails, four across, loading more as you scroll. There is no category picker to navigate -- everything is in one continuous grid -- and the collection spans brick, concrete, fabric, metal, nature, stone, tile, and wood, plus a miscellaneous set of ornamental patterns. Scroll until something catches your eye, then click it.

The Build panel's Texture section with the texture library open. A grid of square texture thumbnails four across shows brick and ornamental pattern swatches; a partially visible next row indicates the grid scrolls. Below the grid a 'No texture' label sits beside two small icon buttons for uploading a texture and toggling the library.
Figure 6. Click the book icon in the Texture section to open the built-in library -- a scrolling grid of ready-to-use tiling textures. Click any thumbnail to apply it to the selected face (or all faces), or use the upload button beside it to bring your own image.

Uploading Your Own Textures

If the library does not have what you need, you can upload your own images. Click the Upload button in the texture section of the Look tab, pick a JPG, PNG, or WebP image, and it is automatically resized and optimized before being stored.

Uploaded textures count against your personal texture quota. Free accounts can store up to 200 textures, while subscriber and creator tiers offer thousands more. Library textures are always free and unlimited.

UV Controls: Tiling, Offset, and Rotation

Once a texture is applied to a face, you can adjust how it sits on that surface using the Tiling controls. These appear in the Look tab below the texture picker.

U

Repeat (Tiling)

Controls how many times the texture repeats across the face. At the texture stretches once across the entire surface. At it tiles four times -- useful for brick walls, tile floors, or any pattern you want to repeat.

Repeat is an XY drag-pad with a readout in the center: drag right for more horizontal repeats, drag vertically to change the vertical repeats, and the two axes move independently -- a brick wall might use 4 across but only 2 up. The small Reset to 1× button beside the pad snaps back to a single stretch. Note that choosing a different texture resets Repeat to 1×1.

Offset

Shifts the texture's starting position on the face. This is useful for aligning patterns across adjacent objects -- if two walls meet and the brick pattern does not line up, adjusting the offset on one wall fixes it.

Offset is a second XY drag-pad, just below Repeat. An offset of a full texture width or height wraps around to look the same as no offset on seamless textures.

Rotation

Rotates the texture on the face. Rotate is a dial, measured in degrees: turn it to 90° to make a horizontal plank pattern vertical, or use a small turn to add a subtle diagonal to a fabric texture.

A triangular prism on a gray platform covered in a dark red ornamental carpet-style texture. The pattern visibly repeats in a four-by-four grid on the front face, showing texture tiling at four times in each direction.
Figure 7. The Tiling → Repeat pad multiplies a texture across a face: at 4× this pattern tiles sixteen times per face instead of stretching once. Drag right for more horizontal repeats, up for more vertical -- and the small reset button snaps back to 1×.

Color Tinting

Every face has both a color and a texture. When both are present, the color tints the texture. A white color shows the texture as-is. A warm brown tint over a generic wood texture gives it a walnut look. A blue tint over a metal texture creates blue steel.

This means you can get many different looks from a single texture just by changing the color underneath. Combined with material presets (Matte, Metal, Glass, and so on), a small number of textures can produce a wide variety of appearances.

Material Presets on Individual Faces

Material presets from the Look tab work per-face just like colors and textures. If you have a face selected, clicking a preset applies it only to that face. With "All faces" selected, the preset applies everywhere.

This lets you build objects like a glass-topped wooden table -- the sides get the Wood preset, the top gets Glass -- from a single box shape.

Texturing Tips

A Note About Imported Models

Per-face texturing works on shapes you create using the Build Panel -- boxes, cylinders, planes, and so on. If you import a 3D model (a GLB file from a modeling tool or AI generator), its textures are baked in and cannot be edited per-face in the Build Panel.

To retexture an imported model, edit it in an external 3D tool and re-import the updated version.