Texturize Tutorial: Your First Textured Mesh
A short walkthrough from empty canvas to an STL you can slice. You will texture the starter cube, then optionally replace it with your own STL.
Step 1 — Add Texturize
From the empty canvas, click the Texturize card (utility row: “Texture any mesh — starts with a 50 mm cube, or load your STL”).
The left dock opens a single Texturize tab. The viewport shows a closed 50 mm cube, bare until you paint (Draw is already on). The overlay reports 12 triangles — that is the source cube, not the export mesh. Leave 3D Preview off so the cube stays closed; bump shading still shows the map.
Step 2 — Read the default recipe
Leave these defaults for the first bake:
Starter settings
Texture- Knurl (already selected in the Texture grid).
Texture height- 0.5 mm.
Symmetric- On — mid-grey is the original surface.
3D Preview- Off by default — bump shading only, cube stays closed. On moves the source triangles (a 12-triangle cube looks cracked). Export Mesh is the real displacement.
Projection- Triplanar.
Size U / V- 25 mm, locked together.
Bottom mask- 5° — keeps the bed face mostly flat.
Orbit the cube. It stays a smooth cube until you paint. Click All (or Draw over a face) — Knurl wraps the painted region without a hard seam on the corners (triplanar blend). The cube itself stays closed.
Step 3 — Try two other maps
- Click Hexagons — cell ridges on every face.
- Click Bricks.
- Return to Knurl (or keep Hexagons) before export.
Step 4 — Mask the bed
If the bottom face still shows relief after All:
- Raise Bottom toward 15–25°, or
- Use Erase (or Ctrl / Shift) with Face, then click the bottom. The whole lid loses texture. Optional: paint one triangle then To crease (or double-click) — on the cube that is the same as Face at Crease 30°.
The bed should stay printable without a bumpy first layer.
Step 5 — Export STL
- Click Export Mesh in the top toolbar. That bakes at High (~0.35 mm edges, 750k triangle cap) — not the 12-triangle preview.
- Wait for the worker (a few seconds on the cube; longer on a dense STL).
- Save the
.stlfile (desktop dialog) or let the browser download it.
Step 6 — Slice
Import the STL into your slicer. Suggested first-print settings for the 50 mm cube:
- 0.2 mm layer height, 0.4 mm nozzle
- 2–3 perimeters, 15% infill (or vase mode if you hollow it in the slicer)
- No supports needed for the cube sitting on a flat bottom
If the texture looks faceted in the slicer preview, re-export from 3dSynth at Ultra.
Optional — Load your own STL
- Click Load STL / OBJ, or drop the file on the viewport.
- If the part is on its side, click Place on Face and pick the triangle that should sit on the bed. That writes Rotate X / Y / Z together (not only X). You can still type those fields afterwards. 0° next to them zeros the rotation.
- Revisit Size U/V so the pattern period matches the new bounding box (25 mm on a 200 mm vase is a fine wrap; on a 20 mm bead it is huge).
- Export Mesh again.
Files over 15 MB warn that preview may be slow; over 100 MB are rejected. STEP and 3MF are not imported.
Optional — Live-link Mesh Sculptor
If the same project already has a Mesh Sculptor (or Node Sculptor mesh):
- In Load Model, open Live module and pick that module.
- Place / rotate lock; paint uses a UV stamp instead of triangle ids.
- Changing Mesh Sculptor quality remeshes the source — Texturize re-previews automatically. Face-id paint from an old STL does not apply here.
Disconnect with Off — use cube or STL.
If something looks wrong
- No visible texture — paint with Draw (or click All); raise Texture height; confirm Invert is off unless you meant it.
- Seams on cube corners — stay on Triplanar; raise Transition only if you want harder face splits.
- First layer rumpled — increase Bottom angle, Erase the bed, or set Snap bottom (Advanced) to 0.2 mm.
- Overlap warning — texture height is more than ~10% of the smallest mesh size. Lower height or enlarge Size U/V.
- Slicer holes / intersecting walls — lower amplitude, raise export quality, or mask thin features.
Next steps
- Texturize overview — complete reference.
- Mapping · Textures · Masks · Preview and export
- Mesh Sculptor — design the solid, then live-link it.
- Presets & Projects — save the
.3dsynth(recipe + imported mesh, not displaced vertices).