{"id":80782,"date":"2026-03-01T13:46:22","date_gmt":"2026-03-01T18:46:22","guid":{"rendered":"https:\/\/niixer.com\/?p=80782"},"modified":"2026-03-01T13:47:08","modified_gmt":"2026-03-01T18:47:08","slug":"texturizado-modelado-assets-3d","status":"publish","type":"post","link":"https:\/\/niixer.com\/index.php\/2026\/03\/01\/texturizado-modelado-assets-3d\/","title":{"rendered":"Mis tres primeros texturizados: (Modelado y Colorizaci\u00f3n de Assets Modulares)"},"content":{"rendered":"\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"463\" src=\"https:\/\/niixer.com\/wp-content\/uploads\/2026\/03\/image-25-1024x463.png\" alt=\"\" class=\"wp-image-80784\" srcset=\"https:\/\/niixer.com\/wp-content\/uploads\/2026\/03\/image-25-1024x463.png 1024w, https:\/\/niixer.com\/wp-content\/uploads\/2026\/03\/image-25-300x135.png 300w, https:\/\/niixer.com\/wp-content\/uploads\/2026\/03\/image-25-768x347.png 768w, https:\/\/niixer.com\/wp-content\/uploads\/2026\/03\/image-25-1536x694.png 1536w, https:\/\/niixer.com\/wp-content\/uploads\/2026\/03\/image-25.png 2048w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<p>En este tutorial, aprenderemos a construir tres piezas esenciales para un entorno modular. Nos enfocaremos en dos t\u00e9cnicas: <strong><a href=\"https:\/\/niixer.com\/index.php\/2025\/10\/13\/modelado-y-animacion-escenario-ecos-del-mas-alla\/\" type=\"post\" id=\"71109\">Vertex Paint<\/a><\/strong> (para colores r\u00e1pidos y ligeros) y <strong>Nodos de Materiales<\/strong> (para mayor control).<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>1. El Chile (Modelado Org\u00e1nico)<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Construcci\u00f3n:<\/strong><\/h3>\n\n\n\n<ol class=\"wp-block-list\">\n<li><strong>Base:<\/strong> A\u00f1ade un <strong>Cilindro<\/strong> (Shift + A) de solo 8 o 12 v\u00e9rtices para mantenerlo &#8220;low-poly&#8221;.<\/li>\n\n\n\n<li><strong>Extrusi\u00f3n:<\/strong> En <em>Edit Mode<\/em>, selecciona la cara superior y usa Ctrl + Click Derecho para extruir siguiendo la curva del chile.<\/li>\n\n\n\n<li><strong>Escalado:<\/strong> Usa S para estrechar la punta y la base.<\/li>\n\n\n\n<li><strong>Tallo:<\/strong> Selecciona la cara superior y haz un <em>Inset<\/em> (I), luego extruye (E) un peque\u00f1o cilindro para el tallo.<\/li>\n<\/ol>\n\n\n\n<p><\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Colorizaci\u00f3n (Vertex Paint):<\/strong><\/h3>\n\n\n\n<ol class=\"wp-block-list\">\n<li>Cambia a modo <strong>Vertex Paint<\/strong> en el men\u00fa desplegable de modos.<\/li>\n\n\n\n<li>Usa la herramienta de degradado o un pincel suave con color Rojo en el cuerpo.<\/li>\n\n\n\n<li>Cambia a Verde oscuro\/Negro para el tallo.<\/li>\n\n\n\n<li><strong>Tip:<\/strong> En el <a href=\"https:\/\/niixer.com\/index.php\/2025\/08\/19\/shaders\/\" type=\"post\" id=\"68187\">Shader Editor<\/a>, a\u00f1ade un nodo <strong>Attribute<\/strong> (escribe &#8220;Color&#8221;) y con\u00e9ctalo al <em>Base Color<\/em> del material para que se vea en el render.<\/li>\n<\/ol>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"642\" src=\"https:\/\/niixer.com\/wp-content\/uploads\/2026\/03\/image-24-1024x642.png\" alt=\"\" class=\"wp-image-80783\" srcset=\"https:\/\/niixer.com\/wp-content\/uploads\/2026\/03\/image-24-1024x642.png 1024w, https:\/\/niixer.com\/wp-content\/uploads\/2026\/03\/image-24-300x188.png 300w, https:\/\/niixer.com\/wp-content\/uploads\/2026\/03\/image-24-768x482.png 768w, https:\/\/niixer.com\/wp-content\/uploads\/2026\/03\/image-24-1536x963.png 1536w, https:\/\/niixer.com\/wp-content\/uploads\/2026\/03\/image-24.png 2048w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<p><strong>Figura 1:<\/strong> Estructura de malla del chile y aplicaci\u00f3n de degradado de color mediante v\u00e9rtices.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>2. El Cono de Tr\u00e1fico (Geometr\u00eda Precisa)<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Construcci\u00f3n:<\/strong><\/h3>\n\n\n\n<ol class=\"wp-block-list\">\n<li><strong>Base:<\/strong> Crea un <strong>Cubo<\/strong>, esc\u00e1lalo en el eje Z (S + Z) para hacerlo plano.<\/li>\n\n\n\n<li><strong>Cuerpo:<\/strong> A\u00f1ade un <strong>Cono<\/strong>. En el men\u00fa de opciones (abajo a la izquierda al crearlo), aseg\u00farate de que el radio superior sea un poco mayor a 0 si quieres que tenga un hueco arriba.<\/li>\n\n\n\n<li><strong>Uni\u00f3n:<\/strong> Coloca el cono sobre la base. Haz 3 o 4 <em>Loop Cuts<\/em> (Ctrl + R) horizontales en el cono para definir d\u00f3nde ir\u00e1n las bandas blancas.<\/li>\n<\/ol>\n\n\n\n<p><\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Colorizaci\u00f3n (Material Custom):<\/strong><\/h3>\n\n\n\n<ol class=\"wp-block-list\">\n<li>Crea un nuevo material llamado Mat_Cono.<\/li>\n\n\n\n<li>A\u00f1ade un nodo <strong>Color Ramp<\/strong>.<\/li>\n\n\n\n<li>A\u00f1ade un nodo <strong>Gradient Texture<\/strong> y config\u00faralo en modo &#8220;Spherical&#8221; o usa las coordenadas de textura (Ctrl + T) para que sea lineal.<\/li>\n\n\n\n<li>Ajusta los manejadores del Color Ramp para que pasen de Naranja a Blanco y de nuevo a Naranja de forma s\u00fabita (cambia &#8220;Linear&#8221; a &#8220;Constant&#8221;).<\/li>\n<\/ol>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"643\" src=\"https:\/\/niixer.com\/wp-content\/uploads\/2026\/03\/image-27-1024x643.png\" alt=\"\" class=\"wp-image-80785\" srcset=\"https:\/\/niixer.com\/wp-content\/uploads\/2026\/03\/image-27-1024x643.png 1024w, https:\/\/niixer.com\/wp-content\/uploads\/2026\/03\/image-27-300x188.png 300w, https:\/\/niixer.com\/wp-content\/uploads\/2026\/03\/image-27-768x482.png 768w, https:\/\/niixer.com\/wp-content\/uploads\/2026\/03\/image-27-1536x964.png 1536w, https:\/\/niixer.com\/wp-content\/uploads\/2026\/03\/image-27.png 2048w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<p><strong>Figura 2:<\/strong> Uso de Loop Cuts para delimitar las zonas de color en el cono de tr\u00e1fico.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Mesa de Madera (Texturizado PBR y Relieve)<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Construcci\u00f3n y Detallado<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Cuerpo:<\/strong> Crea un <strong>Cubo<\/strong> y escala seg\u00fan las dimensiones deseadas.<\/li>\n\n\n\n<li><strong>Biselado (Bevel):<\/strong> Aplica Ctrl + B en todas las aristas para redondear ligeramente los bordes. Este paso es <strong>vital<\/strong> para que los filos capturen los reflejos de la luz, evitando que el objeto parezca un &#8220;bloque matem\u00e1tico&#8221; perfecto.<\/li>\n\n\n\n<li><strong>Mapeo UV:<\/strong> Entra en modo edici\u00f3n, selecciona todo (A) y presiona U > Smart UV Project. Esto es necesario para que la imagen de madera se proyecte sin distorsiones sobre el modelo.<\/li>\n<\/ul>\n\n\n\n<p><\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Aplicaci\u00f3n de <a href=\"https:\/\/niixer.com\/index.php\/2025\/04\/11\/modelado-y-textura-en-blender\/\" type=\"post\" id=\"63073\">Textura de Imagen<\/a><\/strong><\/h3>\n\n\n\n<p>En lugar de pintar colores, utilizaremos una imagen real para definir la apariencia:<\/p>\n\n\n\n<ol class=\"wp-block-list\">\n<li><strong>Material:<\/strong> Crea un nuevo material y dir\u00edgete al <strong>Shading Editor<\/strong>.<\/li>\n\n\n\n<li><strong>Imagen de Madera:<\/strong> A\u00f1ade un nodo <strong>Image Texture<\/strong> (Shift + A > Texture > Image Texture) y carga tu fotograf\u00eda de madera. Conecta el punto <em>Color<\/em> al <em>Base Color<\/em> del nodo <em>Principled BSDF<\/em>.<\/li>\n<\/ol>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"639\" src=\"https:\/\/niixer.com\/wp-content\/uploads\/2026\/03\/image-26-1024x639.png\" alt=\"\" class=\"wp-image-80786\" srcset=\"https:\/\/niixer.com\/wp-content\/uploads\/2026\/03\/image-26-1024x639.png 1024w, https:\/\/niixer.com\/wp-content\/uploads\/2026\/03\/image-26-300x187.png 300w, https:\/\/niixer.com\/wp-content\/uploads\/2026\/03\/image-26-768x479.png 768w, https:\/\/niixer.com\/wp-content\/uploads\/2026\/03\/image-26-1536x958.png 1536w, https:\/\/niixer.com\/wp-content\/uploads\/2026\/03\/image-26.png 2048w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<p><strong>Figura 3:<\/strong> Configuraci\u00f3n de Textura de Imagen&nbsp;<\/p>\n\n\n\n<p><\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Configuraci\u00f3n del Material Maestro<\/strong><\/h3>\n\n\n\n<p>Para que todos estos colores se vean correctamente, necesitamos un material que &#8220;escuche&#8221; la informaci\u00f3n de los v\u00e9rtices:<\/p>\n\n\n\n<ol class=\"wp-block-list\">\n<li>Abre el <strong>Shader Editor<\/strong>.<\/li>\n\n\n\n<li>A\u00f1ade un nodo <strong>Color Attribute<\/strong> (o <em>Vertex Color<\/em> en versiones antiguas).<\/li>\n\n\n\n<li>Conecta &#8220;Color&#8221; a la entrada <strong>Base Color<\/strong> del <em>Principled BSDF<\/em>.<\/li>\n\n\n\n<li>Para darle un toque &#8220;stylized&#8221;, sube el valor de <strong>Roughness<\/strong> a <img loading=\"lazy\" decoding=\"async\" width=\"25\" height=\"23\" src=\"blob:https:\/\/niixer.com\/c37f2e4f-2057-49b0-8f3e-fd4bebdd9e65\"> para evitar brillos pl\u00e1sticos innecesarios.<\/li>\n<\/ol>\n\n\n\n<p><\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Resumen de Flujo de Trabajo<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Modelado:<\/strong> Formas b\u00e1sicas con pocos v\u00e9rtices.<\/li>\n\n\n\n<li><strong>Vertex Paint:<\/strong> Ideal para degradados r\u00e1pidos y sombras ambientales (AO) horneadas.<\/li>\n\n\n\n<li><strong>Materiales Custom:<\/strong> Ideales para patrones repetitivos o franjas t\u00e9cnicas (como las del cono).<\/li>\n<\/ul>\n\n\n\n<p><strong>Recuerda:<\/strong> El &#8220;blocking&#8221; no tiene que ser perfecto, tiene que ser funcional. \u00a1A practicar!<\/p>\n\n\n\n<p>Si quieres descargar mis modelos y usarlo puedes descargarlo en <a href=\"https:\/\/bue221.gumroad.com\/l\/zszfjq\"><\/a><a href=\"http:\/\/bue221.gumroad.com\/l\/xnrsen\">bue221.gumroad.com\/l\/xnrsen<\/a>\u00a0<\/p>\n\n\n\n<p><\/p>\n\n\n\n<p><strong>Autor:<\/strong><a href=\"https:\/\/niixer.com\/?s=andres+camilo+plaza+jimenez\"> Andr\u00e9s Camilo Plaza Jim\u00e9nez<\/a>.<\/p>\n\n\n\n<p><strong>Editor:<\/strong><a href=\"https:\/\/niixer.com\/?s=Carlos+Iv%C3%A1n+Pinz%C3%B3n+Romero\"> Mg. Ing. Carlos Iv\u00e1n Pinz\u00f3n Romero<\/a><\/p>\n\n\n\n<p><strong>C\u00f3digo:<\/strong> UCPI-2.<\/p>\n\n\n\n<p><strong>Universidad:<\/strong><a href=\"https:\/\/www.ucentral.edu.co\/\"> Universidad Central<\/a>.<\/p>\n\n\n\n<p><\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Fuentes<\/strong><\/h3>\n\n\n\n<p><strong>CG Geek.<\/strong> (2020, 16 de marzo). <em>Can We Make This Banana The Most Liked Blender Tutorial On YouTube?<\/em> [Video]. YouTube. https:\/\/www.youtube.com\/watch?v=pRo5Qmxbz28<\/p>\n\n\n\n<p><strong>M Wahhab Mirza &#8211; Vector Labs FZE LLC.<\/strong> (2023, 26 de octubre). <em>&#8220;Blender 3D Traffic Cone Modeling and Texturing. A Complete Tutorial&#8221;<\/em> [Video]. YouTube. https:\/\/www.youtube.com\/watch?v=6Tmn1d-TBCA<\/p>\n","protected":false},"excerpt":{"rendered":"<p>En este tutorial, aprenderemos a construir tres piezas esenciales para un entorno modular. Nos enfocaremos en dos t\u00e9cnicas: Vertex Paint (para colores r\u00e1pidos y ligeros) y Nodos de Materiales (para mayor control). 1. El Chile (Modelado Org\u00e1nico) Construcci\u00f3n: Colorizaci\u00f3n (Vertex Paint): Figura 1: Estructura de malla del chile y aplicaci\u00f3nSeguir Leyendo<\/p>\n","protected":false},"author":36,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"colormag_page_container_layout":"default_layout","colormag_page_sidebar_layout":"default_layout","footnotes":""},"categories":[1938],"tags":[4217,473,1352,228,587,66],"class_list":["post-80782","post","type-post","status-publish","format-standard","hentry","category-blender","tag-3d","tag-blender","tag-modelado-3d","tag-tecnologia-2","tag-texturas","tag-videojuegos"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.2 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Texturizado y Modelado de Assets 3D: Mis Primeros Pasos | Portal de noticias de tecnolog\u00eda, Realidad Virtual, Aumentada y Mixta, Videojuegos<\/title>\n<meta name=\"description\" content=\"Aprende c\u00f3mo realic\u00e9 mis primeros trabajos de modelado y texturizado de assets 3D. 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