# Asset Creation Part 6: Applying Textures

### 1) open your original .blend file 

Go ahead and delete the original blockmesh

Import your low poly mesh by going to file &gt; **append**

select the \_low.blend version of the asset, then navigate to objects and select the object

### 2) Set up the asset library

In edit &gt; preferences &gt; file paths

hit '+' to add a new asset library path, and navigate to the texture library for this project

[![image.png](https://docs.bugjam.dev/uploads/images/gallery/2026-03/scaled-1680-/QM6image.png)](https://docs.bugjam.dev/uploads/images/gallery/2026-03/QM6image.png)

**users...\\BUGJam\\pounce\\pounce-art\\asset\_libraries**

then save your preferences

### 3) Set up shading workspace

delete everything except for the material output in the existing texture that should have been created with the bakery

rename the texture to asset\_mat

then in the upper left viewport, toggle to asset browser, and select the "asset libraries" library- you should see a bunch of cool textured jackets!

[![image.png](https://docs.bugjam.dev/uploads/images/gallery/2026-03/scaled-1680-/9c7image.png)](https://docs.bugjam.dev/uploads/images/gallery/2026-03/9c7image.png)

in your mostly empty material, right click and select 'setup mesh map nodes'

shift+click to select all 5 baked texture maps and import them (make sure to uncheck relative path)

[![image.png](https://docs.bugjam.dev/uploads/images/gallery/2026-03/scaled-1680-/pAmimage.png)](https://docs.bugjam.dev/uploads/images/gallery/2026-03/pAmimage.png)

[![image.png](https://docs.bugjam.dev/uploads/images/gallery/2026-03/scaled-1680-/2MGimage.png)](https://docs.bugjam.dev/uploads/images/gallery/2026-03/2MGimage.png)

You should have two nodes now, the texture bundle, and the output

[![image.png](https://docs.bugjam.dev/uploads/images/gallery/2026-03/scaled-1680-/sOlimage.png)](https://docs.bugjam.dev/uploads/images/gallery/2026-03/sOlimage.png)

Now, back in your asset browser- drag and drop the BSDF parameter to shader node group into the shader graph and conenct it to the material output

[![image.png](https://docs.bugjam.dev/uploads/images/gallery/2026-03/scaled-1680-/oOGimage.png)](https://docs.bugjam.dev/uploads/images/gallery/2026-03/oOGimage.png)

### 4) Set Up Material

with that added, the area in between is where you can drag + drop desired materials from the asset library! just connect the mesh maps to material node to BSDF parameters node- then you can edit the color of the material you'd like to use from the library

[![image.png](https://docs.bugjam.dev/uploads/images/gallery/2026-03/scaled-1680-/APUimage.png)](https://docs.bugjam.dev/uploads/images/gallery/2026-03/APUimage.png)

### 5) Bake Texture Set 

in the material properties panel, there is another bakery option called "texture set" go ahead and click initialize when you are happy with the texture + color of your object

[![image.png](https://docs.bugjam.dev/uploads/images/gallery/2026-03/scaled-1680-/NYFimage.png)](https://docs.bugjam.dev/uploads/images/gallery/2026-03/NYFimage.png)

make sure to set up the file path like the original exporter, with it set to pounce 'game' instead of pounce 'art' and name it asset\_mat

<p class="callout danger">DO NOT edit the name template</p>

[![image.png](https://docs.bugjam.dev/uploads/images/gallery/2026-03/scaled-1680-/CEoimage.png)](https://docs.bugjam.dev/uploads/images/gallery/2026-03/CEoimage.png)

[![image.png](https://docs.bugjam.dev/uploads/images/gallery/2026-03/scaled-1680-/8bOimage.png)](https://docs.bugjam.dev/uploads/images/gallery/2026-03/8bOimage.png)

and hit bake!

### 6) Export to Game