To create a 3D model and export it as a Collada .dae file you can use any of the following 3D authoring tools: Autodesk Maya, Blender, Autodesk 3dsMax, The Foundry Modo, Maxon Cinema 4D, SideFX Houdini, etc. The simplest way is to use a non-commercial student version of Autodesk Maya 2022. It's free. You can download it from HERE.
There are countless examples in YouTube how to model and uv-map in Maya software. Look at this example of UV-mapping in Maya. So, when your 3D model (and its UV-texture) is ready for use, you can export it as one of the four formats supported by SceneKit:
- animated Collada
DAE
- animated Pixar
USDZ (for iOS 12 and higher)
- animated Autodesk
FBX
- single-frame Sony
Alembic
- single-frame Wavefront
OBJ
![enter image description here]()
In Maya Export Type for your 3D geometry must be DAE_FBX export:
![enter image description here]()
A texture for you model (square UV-mapping 1K or 2K) you can export as JPEG or PNG file. It may look like this:
![enter image description here]()
This UV-square-texture you must assign to a Diffuse slot of properties in Lighting Model (shader) in Show the Material Inspector.
![enter image description here]()
And here's some Swift code if you wanna make it programmatically:
let scene = SCNScene(named: "art.scnassets/mushroom.scn")!
let mushroom = scene.rootNode.childNode(withName: "mushroom",
recursively: true)!
let mushroomMaterial = SCNMaterial()
mushroomMaterial.diffuse.contents = UIImage(named: "mushroom.png")
P.S. Working with Pixar's USDZ file format:
If you need a .usdz for your 3D scene, you can convert .usda using the following command in Terminal:
usdzconvert file.usda
Here you can read about usdzconvert command.