Texturing basics (texture maps, UV basics)
You understand UVs and texture maps well enough to make 2D images wrap correctly onto your 3D painting bases.
What it is
This is the minimum 3D texturing you need so your block-ins don't look like gray clay: knowing what a UV is (the 2D layout of a 3D surface) and getting a simple, clean unwrap. You can spot and fix obvious stretching or seams before you paint over the render.
A texture map is an image wrapped onto those UVs to control some visual aspect of the model. At this stage you mainly need the color/albedo map, maybe a simple roughness or bump map — and the ability to paint a flat image and have it land correctly on the model.
In practice: unwrap a prop, export its UV layout, paint labels, decals, or surface detail in 2D, then re-import so it sits correctly on the 3D form. You can adjust UVs or textures when you spot render artifacts, instead of fighting them in the paintover.
Why it matters
Without basic UV and texture control, every 3D element you bring in is either flat gray or covered in stretching and seams you have to hide with heavy paint. That slows you down and wastes what 3D is good for: quick, clear structure and lighting you only need to refine, not rebuild. Clean UVs and simple texture maps mean your renders arrive with markings, patterns, and material breaks already in place.
You can check it when
- ✓You can unwrap a simple prop (box, crate, gun, chair, helmet) so checker textures look mostly even, without major stretching or distortion.
- ✓You can export a UV layout, paint detail on top in 2D, and have it land where you intended on the model.
- ✓You can identify and fix the most obvious UV problems (flipped shells, big seams in visible areas, inconsistent texel density) without needing a tutorial.
- ✓Your rendered 3D bases already show basic color breakup and decals from texture maps, instead of flat gray you have to fully repaint.
Related skills
- Software navigation (Blender/Maya)
- PBR channels (base color, roughness, metallic, normal/bump, transparency, emission)
- Exporting useful paint-over bases
- Paint-over (break CG uniformity, redesign forms, correct materials and lighting)
- Differentiating materials through value, edges, reflections, and texture
- Layer system (layers, groups, clipping masks, layer masks, blend modes)