UV mapping, texture painting, PBR materials, and shader basics

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SKILL.md

Texturing

UV Mapping Techniques

UV Basics

  • UV Coordinates: 2D coordinates mapping 3D geometry to 2D texture space
  • UV Unwrapping: Process of flattening 3D geometry into 2D space
  • UV Seams: Cuts in UV layout to enable flattening
  • UV Islands: Connected groups of UV faces
  • UV Density: Consistency of texel density across model
  • UV Space: 0-1 coordinate space for UV mapping

UV Unwrapping Methods

  • Automatic Unwrapping: Algorithmic UV generation
  • Manual Unwrapping: Manual seam placement and unfolding
  • Projection Mapping: Project UVs from different views
  • Cylindrical Mapping: Wrap UVs around cylinder
  • Spherical Mapping: Wrap UVs around sphere
  • Box Mapping: Project UVs from 6 directions

UV Best Practices

  • Minimize Distortion: Reduce stretching and compression
  • Seam Placement: Place seams in less visible areas
  • UV Density: Maintain consistent texel density
  • UV Packing: Pack UV islands efficiently
  • Multiple UV Sets: Create additional UV sets for lightmaps, baking
  • UV Organization: Organize UVs logically for texture painting

Texture Painting Workflows

Texture Painting Tools

  • Brush Tools: Paint, airbrush, smudge, blur
  • Stencils: Use stencils for precise painting
  • Clone Tool: Clone texture from one area to another
  • Fill Tool: Fill areas with color or pattern
  • Masking: Mask areas to protect from painting
  • Layers: Use layers for non-destructive painting

Texture Types

  • Base Color: Main color of the surface
  • Normal Map: Surface detail and depth
  • Roughness Map: Surface roughness for PBR
  • Metallic Map: Metallic vs non-metallic surfaces
  • Ambient Occlusion (AO): Self-shadowing and contact shadows
  • Emission Map: Emissive/glowing areas
  • Height/Displacement Map: Actual geometric displacement

Texture Painting Techniques

  • Hand Painting: Paint textures by hand
  • Photo Bashing: Combine photos for textures
  • Procedural Generation: Generate textures procedurally
  • Baking: Bake high-poly detail to textures
  • Texture Projection: Project textures onto model
  • Texture Synthesis: Generate textures from samples

PBR (Physically Based Rendering) Materials

PBR Fundamentals

  • Physically Based: Based on real-world physics
  • Energy Conservation: Light energy is conserved
  • Microsurface Theory: Surfaces have microscopic roughness
  • Fresnel Effect: Reflectivity varies with viewing angle
  • Metallic Workflow: Metallic vs non-metallic surfaces
  • Specular Workflow: Separate specular map

PBR Texture Maps

  • Albedo/Diffuse: Base color without lighting
  • Normal: Surface normal for lighting calculation
  • Roughness: Surface roughness for specular reflection
  • Metallic: Metallic vs non-metallic surface
  • Ambient Occlusion: Self-shadowing and contact shadows
  • Emission: Emissive/glowing areas

PBR Material Properties

  • Albedo: Base color of the surface
  • Roughness: How rough or smooth the surface is
  • Metallic: Whether the surface is metallic
  • Normal: Surface detail and orientation
  • Emission: Whether the surface emits light
  • Opacity: Whether the surface is transparent

Substance Painter and Designer Workflows

Substance Painter

  • Texture Painting: Paint textures in 3D space
  • Smart Materials: Procedural materials with smart masks
  • Layer Stack: Non-destructive layer system
  • Baking: Bake high-poly detail to textures
  • Atlas Generation: Combine multiple textures into single atlas
  • Export: Export to various formats and engines

Substance Designer

  • Node-Based: Create materials with node graph
  • Procedural: Generate textures procedurally
  • Filters: Apply filters to textures
  • Gradients: Create gradients for materials
  • Pattern Generators: Generate patterns for textures
  • Export: Export to various formats and engines

Substance Best Practices

  • Non-Destructive: Use layers and masks for non-destructive workflow
  • Smart Materials: Use smart materials for efficiency
  • Baking: Bake high-poly detail for quality
  • Organization: Organize layers and materials logically
  • Export Settings: Configure export settings for target engine
  • Performance: Optimize textures for performance

Shader Basics and Node Graphs

Shader Fundamentals

  • Shaders: Programs that determine how surfaces are rendered
  • Vertex Shaders: Process vertices and pass data to fragment shaders
  • Fragment Shaders: Process fragments (pixels) and determine color
  • Shader Properties: Exposed parameters for artists
  • Shader Inputs: Textures, colors, values
  • Shader Outputs: Final color and other outputs

Node Graph Shaders

  • Node-Based: Create shaders visually with nodes
  • Nodes: Individual operations in shader graph
  • Connections: Connect nodes to create shader logic
  • Inputs: Inputs to nodes (textures, colors, values)
  • Outputs: Outputs from nodes (colors, values)
  • Sub-Graphs: Reusable shader logic

Common Shader Nodes

  • Texture Sample: Sample texture at UV coordinates
  • Math Nodes: Mathematical operations
  • Color Nodes: Color operations
  • Vector Nodes: Vector operations
  • Lerp: Linear interpolation between values
  • Fresnel: Fresnel effect based on viewing angle

Texture Atlasing and Optimization

Texture Atlasing

  • Atlas Generation: Combine multiple textures into single atlas
  • UV Packing: Pack UVs efficiently in atlas
  • Texture Channels: Pack multiple maps into single texture channels
  • Mipmaps: Generate mipmaps for distance rendering
  • Texture Arrays: Use texture arrays for multiple textures

Texture Optimization

  • Resolution: Reduce texture resolution where appropriate
  • Format: Use efficient texture formats (ASTC, ETC2, BC7)
  • Compression: Apply texture compression
  • Mipmaps: Generate mipmaps for distance rendering
  • Texture Streaming: Stream textures based on distance
  • Texture Budget: Manage texture memory budget

Platform-Specific Optimization

  • Mobile: Lower resolution, simpler formats
  • Console: Medium optimization, balance quality and performance
  • PC: Higher quality, more complex textures
  • VR: High frame rate priority, reduced complexity
  • Web: Efficient formats, progressive loading

Texture Export and Integration

Export Formats

  • PNG: Lossless compression, good for UI and transparency
  • JPG: Lossy compression, good for photos
  • TGA: Uncompressed, good for intermediate files
  • PSD: Photoshop format, good for editing
  • EXR: High dynamic range, good for baking

Export Settings

  • Resolution: Set appropriate resolution
  • Color Space: Set correct color space (sRGB, Linear)
  • Alpha Channel: Include or exclude alpha channel
  • Mipmaps: Generate or exclude mipmaps
  • Compression: Apply or exclude compression

Integration

  • Unity: Import textures, set import settings, assign to materials
  • Unreal: Import textures, set import settings, assign to materials
  • Godot: Import textures, set import settings, assign to materials
  • Web: Use Three.js or Babylon.js with textures
  • Custom: Parse texture data and apply to custom systems
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Version
Latest version metadata

Version

v2026.09.25

Published

Sep 25, 2026

Category

Uncategorized

License

MIT

Source path

teams/3d-design/skills/texturing

Default branch

main

Latest commit

826a409

Tree SHA

eb768b6