3D Model Texturing and PBR Material Creation

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3D Model Texturing and PBR Material Creation
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3D Model Texturing and PBR Material Creation

If you apply a poorly made PBR material to a mesh with perfect geometry, the asset will look cheap — regardless of polycount and UV unwrap quality. Conversely: a properly made material can carry even modest geometry to a quite convincing result. Texturing and assembling a PBR material is half of an asset's final quality.

What Most Often Breaks in PBR Materials

The most common mistake is incorrect metallic and roughness values in the material base. This is not a matter of taste, this is physically incorrect data. Metal with metallic = 0.5 does not exist in nature: a surface either conducts or it doesn't. The Metallic Map should be virtually binary — 0 for dielectrics, 0.9–1.0 for metals. The exception is transition zones at edges (corrosion, dirt), where metallic can take intermediate values, but precisely to mask the transition, not as a base value.

Roughness is different. Here the range is wider, but artists have a persistent tendency to undervalue it, making all surfaces "glossier" than they should be. Polished steel — roughness 0.15–0.25, not zero. Matte paint — 0.75–0.85. Raw stone — 0.85–0.95. References from Quixel Megascans in this regard are invaluable: they contain physically calibrated values for hundreds of materials.

The second error zone is the Albedo Map. In a PBR pipeline, albedo should not contain lighting information. No shadows, no ambient occlusion imprints in albedo. This violates physical correctness: the engine calculates lighting itself, and baked shadows create double shading — the surface looks dirty under any light. Ambient Occlusion is baked separately and fed to the corresponding material channel. In Unity HDRP this is channel G of the mask texture in the Lit Shader (packed: metallic R, AO G, detail mask B, smoothness A).

Tools and Texturing Pipeline

The main tool for production is Substance Painter. Starting from version 8.3 it supports working with 8K textures in real-time on modern GPU, which is critical for hero assets. Key capabilities used in every project:

Smart Materials as a base — not for the final result, but as a starting point with physically correct values. Then on top — custom layers with Generator masks (Position, Curvature, AO). The Curvature Generator gives edge wear in the right places automatically, the AO Generator — accumulation of dirt in crevices. This is not "press a button and done" — these are tools requiring fine-tuning of Bias and Intensity for specific meshes.

Baking pipeline inside Substance Painter: Normal, AO, Curvature, Position, ID Map from high-poly or using mesh map. Baker Groups setup for characters with overlapping geometry is mandatory. Without Baker Groups, an arm overlapping the torso in T-pose will give false AO on the torso.

For procedural materials and tileable textures — Substance Designer. This is a different tool with different logic: a graph of nodes instead of layers. The result is a texture whose parameters can be changed without manual redrawing. Useful for environments where variations of one material are needed: wet asphalt / dry asphalt / asphalt with cracks — one graph with three control parameters.

Quixel Mixer occupies a middle niche — quick blending of Megascans materials with masking by slope, curvature or vertex paint. For environmental assets in Unreal Engine 5 this is often faster than Substance Painter due to native integration.

Features of Working with Different Asset Types

Hard-surface (vehicles, weapons, mechanisms) — the key here is edge wear and layer blending: clean metal under the top paint layer, traces of use in logical places. Mechanically moving parts — without dirt and wear, static fasteners — with corrosion accumulation in gaps.

Organic (characters, creatures) — more complex. Skin requires Subsurface Scattering, which in Substance Painter is configured through the Translucency parameter, and in Unreal Engine 5 — through Subsurface Profile. A correct SSS material for skin has three layers: epidermis (reddish tint when light passes through), dermis (deeper red), subcutaneous fat (yellowish). Without these layers skin looks like plastic, even with correct roughness.

Environment (walls, floors, props) — the key question here is: tileable texture or unique. For large surfaces tileable is always more efficient for memory, but requires proper masking to remove the pattern repetition. Approach: tiling base + unique Dirt/Detail Layer on top — gives richness without repetition.

Stages of Work on Textures

Task Scale Estimated Timeline
One prop (1–2 materials, 1 UV set) 1–3 days
Weapon / vehicle asset (3–5 materials) 3–7 days
Character (body + clothing + accessories, 5–10 UV sets) 7–20 days
Environment / set of props (20+ assets) 3–8 weeks

The process begins with reviewing the mesh and UV unwrap — before texturing it's important to ensure texel density is consistent across all assets, seams are positioned correctly, there are no flipped UV islands. If the unwrap needs rework, this is fixed separately.

Cost is calculated after analyzing the technical specification: number of assets, target texture resolution, engine and rendering pipeline.