How to Retexture a House in Second Life

 


How to Retexture a House in Second Life

A simple, practical guide 

Retexturing a house in Second Life is a basic building task. If an object is modify, you can do this. No scripts. No special tools. No mystical builder powers required.

This guide covers the steps, then explains how to correctly switch a surface from a legacy texture to a PBR material.


Before You Start: Work on a Copy

Always rez a copy of the house and work on that.

  • Keep the original untouched in your inventory

  • If you don’t like the result, delete the copy and start over. Delete so you don't get confused later

  • This removes all pressure to “get it right”

Make this your standard practice. 


Step 1: Check Permissions

Right-click the house > Edit

If Modify is checked, you’re good.
If it’s no-modify, face-by-face texturing isn’t possible unless the creator included a HUD.


Step 2: Open Edit and Enable Face Selection

Right-click > Edit

In the Edit window:

  • Go to the Texture tab

  • Check Select Face

This is what lets you change one wall instead of the entire house.


Step 3: Select the Surface

With Select Face on:

  • Click the wall, floor, or surface you want to change

  • Only that face should highlight

If everything lights up, Select Face isn’t on yet. Click your face till it's the only one highlighted.

*Pro Tip: This is a good time to cam around and see how that piece might affect other areas of your house, like maybe an end that's visible from outside. Good builders usually consider this, but hey... stuff happens. Better to be safe than sorry.


Step 4: Apply a Legacy Texture (Blinn-Phong)

With the face selected:

  • Stay on the Texture tab (Legacy section)

  • Click the texture preview box (first box) and select your texture, or drag a texture from inventory into the box or onto the face

Done.


Step 5: Adjust Texture Scale and Position (If Necessary)

Most of the time things somehow just land right, but if they don't you need to adjust.

Still on the Texture tab:

  • Repeats (H / V) = scale

    • Higher numbers = smaller, tiled texture

    • Lower numbers = larger texture

  • Offsets move the texture

  • Rotation turns it

If something feels busy, your repeats are probably too high.


Step 6: Object Size vs Texture Scale

These are not the same thing:

  • Object tab = physical size of the house or prim

  • Texture tab = how the texture fits the surface

If you resize the object, you’ll likely need to adjust texture repeats afterward. Normal behavior.


Switching from a Legacy Texture to a PBR Material

If you’re upgrading to PBR, there are two steps. Both matter.


Step 1: Apply the PBR Material

  • With the face selected, stay on the Texture tab

  • Open the PBR Materials section

  • Click the PBR slot the very first slot either with an X in it or another pbr texture already

  • Apply the PBR material from inventory

Viewers with PBR enabled will now see the material.

Lighting reminder:
PBR responds to light. If you want shine, depth, or reflection, you’ll need lights nearby or a properly lit environment. PBR without lighting is just…polite.


Step 2: Clear the Legacy Texture or Insert Compatible

Look in the PBR folder for Legacy textures also, and add them on the Blinn-Phong tab.  If you don’t do this, non-PBR viewers will still see the old texture. If none is included then blank the Legacy texture. Here's how:

  • In the Blinn-Phong Texture section, click and open as if you were searching for a texture from inventory. On the open pop up look for the button for Blank.

  • Click Blank on the pop up to open your inventory

Now:

  • PBR viewers see the PBR material

  • Non-PBR viewers see a non pbr surface

* Geneva Style It: Use the tint box to tint the blank's space to a color pleasant to the eye resembling your pbr texture. Like if your PBR is black, tint the blank black also.


Common Mistakes (Quick List)

  • Forgetting Select Face and texturing everything (/me raises hand)

  • Selecting more than just one face (/me raises hand)

  • Applying PBR but not addressing the legacy texture (/me raises hand)

  • Adjusting object size instead of texture repeats (/me raises hand)

  • Editing the original instead of a copy (/me raises hand)

All fixable. Believe me!


Final Notes

Retexturing is repeatable and low-risk, especially when you work on a copy. If something doesn’t look right, delete it and start again. No harm done. Once you have it textured move it into place and start decorating! 

Once you understand face selection and the relationship between legacy and PBR textures, you can retexture anything…houses, interiors, or full builds…with confidence and restraint.


Comments

Popular Posts