A texture is an image file that is responsible for the textured look of a model so surfaces don’t show just flat colours.
UV unwrapping is the 3D modeling process of flattening a 3D mesh's surface into a 2D plane (UV map) to allow 2D images (textures) to be accurately wrapped around it. Similar to unfolding a cardboard box, this technique creates, maps, and lays out 2D coordinates (U, V) for 3D surfaces (X, Y, Z), allowing for detailed texture painting and application.
Switch to the UV Editor in the top bar
Now you can see the UV (2D) map on the left
and the XYZ (Material) view on the right
The points on the UV map to the edges on the material - some of which will merge when the UV is folded or wrapped.
To apply the texture to the material switch to the Shading workspace in the top bar
We will mainly work with the shader editor in the lower half of the screen. In the top half we can see the material preview to see the effects
BSDF stands for Bidirectional Scattering Distribution Function in Blender. It is a mathematical model used in shader nodes to determine how light interacts with a surface—specifically, how light is reflected, transmitted, or scattered when it hits an object.
We want to apply an image texture to our object
Press Shift+A and search for Image
Add the node to the workspace
Click on the browse image button and add the pips.png file
Now the image node has the source image loaded we must connect it to the BSDF
Try repeating the process yourself to create a dice with roman numerals instead.