Texturing basics (texture maps, UV basics)
Use basic UV layouts and texture maps to place 2D color and surface details correctly on 3D painting bases.
What it is
A UV is a 2D layout of a 3D surface. You can create a simple, clean unwrap and spot obvious stretching or seams before painting over a render.
A texture map is an image applied through the UV layout to control a visual part of the model. At this stage, you work mainly with color or albedo maps, plus simple roughness or bump maps.
You can unwrap a prop, export its UV layout, paint labels, decals, or surface details in 2D, then re-import the texture so it sits correctly on the 3D form. You can adjust the UVs or texture when render artifacts appear.
Why it matters
Basic UV and texture control lets 3D elements carry markings, patterns, and material breaks into a 2D workflow. Weak control can leave surfaces flat gray or introduce stretching and seams that require extra paintover work.
You can check it when
- ✓Unwrap a simple prop, such as a box, crate, gun, chair, or helmet, so a checker texture appears mostly even without major stretching or distortion.
- ✓Export a UV layout, paint 2D details on it, and verify that they appear in the intended locations on the model.
- ✓Identify and fix obvious UV problems, including flipped shells, large seams in visible areas, and uneven texture resolution across the surface.
- ✓Render a 3D base that shows basic color variation and decals from texture maps.
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)