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.

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 with a wireframe overlay so you can see exactly which face is active.
  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.

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.

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
Cone 2 Body, Base
Plane 1 Front
Sphere 1 Surface
Torus 1 Surface

Shapes with only one face (sphere, torus, plane) still support textures and material presets -- you just do not need to worry about selecting a specific face.

The Texture Library

poqpoq World ships with a built-in library of over 2,000 seamless, tileable textures. These are ready to use at no cost -- no upload needed, no quota consumed. Just browse, click, and apply.

Textures are organized into categories so you can quickly find what you need.

Wood
Planks, oak, birch, parquet, weathered
Stone
Cobblestone, brick, marble, granite, slate
Metal
Steel, copper, brass, rust, corrugated
Tile
Ceramic, mosaic, subway, terracotta
Fabric
Canvas, denim, leather, velvet, carpet
Nature
Grass, dirt, sand, bark, moss, snow
Concrete
Smooth, rough, cracked, painted
Wallpaper
Damask, floral, geometric, vintage
Roof
Shingles, clay tile, thatch, slate
Floor
Hardwood, laminate, terrazzo, checker
Sci-fi
Hull plating, circuits, energy fields
Fantasy
Enchanted stone, crystal, runes
Road
Asphalt, cobble, path, highway
Glass
Clear, frosted, stained, tinted
Wall
Stucco, plaster, siding, adobe
Water
Ocean, pool, river, puddle

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 UV controls. These appear in the Look tab below the texture picker.

U

Repeat (Tiling)

Controls how many times the texture repeats across the face. A value of 1 means the texture stretches once across the entire surface. A value of 4 tiles it four times -- useful for brick walls, tile floors, or any pattern you want to repeat.

You can set horizontal (U) and vertical (V) repeat independently. A brick wall might use repeat 4 horizontally but only 2 vertically.

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 values range from 0 to 1, where 1 shifts the texture by its full width or height (which wraps around to look the same as 0 on seamless textures).

Rotation

Rotates the texture on the face, measured in degrees. Set it to 90 to turn a horizontal plank pattern vertical, or use small values to add a subtle diagonal to a fabric texture.

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.