Beginner Assets Library

The Assets Library Panel

The Assets Library is the central hub for every resource you work with in Trumble — textures, alphas, materials, brushes, and baked maps all live here. Learn how to import, organise, and drag assets directly into your work in the Texture tool viewport.

⏱ ~10 min · 6 steps · Texture Tool

Step 01

Opening the Library

The Assets Library panel lives at the bottom of the Texture tool viewport. It's always accessible while you're working — you don't need to leave the 3D view to find a resource.

  1. Open the Texture tool from the top toolbar.
  2. The Assets Library panel appears at the bottom of the viewport. Click the Assets Library header to expand it if it's collapsed.
  3. The panel shows thumbnails for all currently available resources. You can scroll horizontally through them.
  4. Use the filter tabs at the top of the panel to show All assets or narrow by type.
Assets Library
All Assets Textures Alphas Materials
Assets Library panel with search, asset grid, and type filters
The library persists across sessions. Resources you save to the Library scope are available every time you open Trumble — even in a new project.
Step 02

Asset Types

The Assets Library holds several types of resources. Understanding what each type is used for helps you keep things organised and find what you need quickly.

Texture

Any image used as a surface map — color, roughness, AO, normal, or baked output. PNG, JPEG, or WebP.

Alpha

A grayscale image used as a brush tip shape. White areas are opaque, black areas are transparent.

Material

A full PBR material preset with all channels filled. Drag onto a layer's channel panel to apply all maps at once.

Brush

A saved brush configuration — tip shape, size, hardness, and jitter settings combined into a reusable preset.

Baked Map

Output from the Bake tool — Normal, AO, Curvature, Position, or Thickness maps generated from your mesh.

Imported File

Any image you've dragged in from your computer mid-session. Available immediately, saved to the scope you choose.

Step 03

Importing Assets

There are two ways to get resources into the Assets Library: importing files from your computer, or saving resources you've created inside Trumble.

  1. Click the + Import button at the right of the library panel, or drag an image file directly onto the viewport from your file manager.
  2. A dialog will appear asking where to import the resource. Choose a storage scope — Session, Project, or Library (see Step 4 for the difference).
  3. The resource appears as a thumbnail in the panel immediately and is ready to use.
  4. To save something you created in Trumble — like a baked map or a layer from the Paint tool — right-click it and choose Save to Library. Set a name, type, and scope.
Resource Importer
Resource Importer dialog with import area, scope dropdown, and Cancel and Import actions
Supported formats: PNG, JPEG, and WebP images. For best quality on textures and alphas, use PNG to preserve transparency and avoid compression artefacts.
Step 04

Storage Scopes

Every resource in the Assets Library is stored at one of three scopes. Choosing the right scope keeps your library clean and ensures resources are available exactly where and when you need them.

Scope Lifespan Best for
Session Exists only while the current browser tab is open. Gone when you close or refresh. Quick one-off tests, temporary reference images, things you won't need again.
Project Saved to the current document. Available whenever you open that project, on any device. Textures, alphas, and baked maps that belong to a specific asset or project.
Library Persists globally across all projects and all future sessions. Reusable brush alphas, tileable materials, curvature and AO bakes you plan to reuse across multiple assets.
Build a brush library: Any grayscale alpha you paint in the Paint tool and save to Library scope becomes a permanent custom brush tip available in every future project. Over time this becomes one of the fastest ways to develop a distinct visual style.
Step 05

Using Assets in the Texture Tool

Every slot in the Texture tool — brush tips, channel maps, material fills, layer masks — accepts assets from the library via drag and drop. No copy-paste, no file dialogs.

  1. In the Assets Library panel, locate the resource you want to use.
  2. Drag it from the library thumbnail directly onto the target slot in the right-hand panel. Target slots show a highlight when a compatible asset hovers over them.
  3. Release to apply. The slot updates immediately and the asset is live in your material or brush.
  4. To remove an asset from a slot, click the × icon that appears on hover over the slot.
Drag Targets — Where Assets Can Go
Properties panel showing texture fill settings and channel slots where materials can be dropped
Open in Paint: Right-click any texture asset in the library and choose Open In Paint to edit it in the 2D Paint tool. Any changes you save will update the asset in the library automatically.

You can also drag assets from the library directly onto the 3D viewport. Dropping a material asset onto the mesh surface applies it to the nearest UV island instantly.

Step 06

Managing Assets

Right-clicking any asset thumbnail in the library opens a context menu with actions for that resource.

Asset Context Menu
Assets Library with texture preview and context menu for Open In Paint, Export as, and Delete
Action What it does
Open In Paint Opens the asset in the Paint tool 2D canvas for editing. Useful for refining a baked map or adjusting an alpha shape.
Export as… Downloads the asset as a PNG, JPEG, or WebP file to your computer. Use this to extract baked maps for direct engine import.
Save to Library Promotes a Session- or Project-scoped resource up to Library scope so it persists across all future projects.
Delete Removes the asset from its current scope. If it's in a channel or mask slot, that slot will be cleared. This cannot be undone.
Deleting all imported resources is available via the Delete all imported resources option in the panel header menu. This clears every imported asset across all scopes and cannot be undone — use with care.
You're set! The Assets Library is the connective tissue of every Trumble workflow. As you build up a personal collection of alphas, materials, and baked maps, your texturing speed will increase dramatically — resources you create once become tools you reuse forever.