The Technique of Texturing

Once the complete storyboard presents with an entire structure of storey along with the colour, pattern, costume, background design along with 3D modelling, Texturing takes place.

Texturing is the process of applying an image to a 3D model. Textures are the flat images that are applied to a model to give it colour and detail rather than them being blank and boring.

The texture is a pixel image, which is laid on UV map /editor made in the graphics program with can give it a colour, reflection parameter, refraction parameter, specify an index of refraction.

Once the 3d modellers work on the model they then pass it to the texturing department, Before doing so the texturing department can actually utilize many of the assets which already exists.

If not, they modify or create new textures for characters & Background.

The modelled object should get some specific properties in order to make the model more realistic.

UV mapping is the process of projecting a 2D image onto the mesh of a 3D object to give it shape, detail and texture. This is achieved by putting the texture map to a set of coordinates above the classic x,y and z coordinates, known as the U and V coordinates, allowing the 3D object to essentially be painted. To find the UV map the 3D object must first be unwrapped.

Unwrapping every single anatomy to avoid overlapping of colour.

The colour filling is done through pen-tab.

The resolution we work upon varies from 2K to 4K.

UV editor helps you manually arrange the costumes

After the unwrapping using UV editor, the model is given the texture, colouring, pattern etc in Photoshop/substance painter.

There are several aims for which 3D texturing can be used.

Material. The first and foremost aim of texture use is to show the material from which the real object is made. For example, to show bricks from which the wall is made in a computer game. Sometimes 3D texturing is used to show some definite physical light properties of the modelled object, for example, smoothness or roughness.

Light effects. Using texture allows making different light effects such as reflection, refraction and many others.

Small details. 3D texturing allows creating different fake small objects on the surface of the model, for example, wrinkles, scars, cracks, bumps etc

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A different Approach,

Texturing

This is a very interactive process as we get to see the whole 3D model or object turning from grayscale to colour scale. Here we can decide the colour and texture of particular elements. Thus the colour or Texture needs to be having the same value of the exact material. Smooth, Rough, Glossy, Shining and Patterns are created here. This will define the depth of the 3D model or object in real space. Texturing and Shading are more important in asset creation. Some of the details in the 3D model or object can be compromised as the same detail can be created through the texturing process.

UV Mapping

3D model or object has vertex which characterises the whole. Those vertex points are considered to be created in UV mapping, axes U and V are considered as axes coordinates like X and Y. The map contains each part of the 3D Model or object in a flat image which is generated by the UV editor or extractor. We bring those 2D images into photo colouring applications such as Photoshop. We colour the objects as per the reference or concept. The same image can be applied to the 3D model or object. Which renders the coloured version.

Texturing and Painting

Texturing is a unique process which decides one of the characteristics of a 3D model or object. The design, pattern and colours are implemented in the process. This process has more back and forth as this will be the final colour concept for the final product. Painting skills are much more important as the artist should know the colour wheel and colour management and shades.

Shading

Shading is an important aspect where we decide to put more efforts to beautify the 3D model or object as per the concept of art. Shading involves Texturing, Lighting and Compositing combining these will muster a Final image of the 3D element. Most of the new concepts are decided in this stage as we will get to know the real colours and depth to analyse that the viewers will like it or not. Most of the new animated content go through this screening as it defines the particular colour. A highly experienced and skilled artist will be part of this as he/she artist needs to have strong colour management and material knowledge to create something in visual space.

Example: Any reference to a movie which has 3D creatures and people get surprised by such Cute or Cruel creatures. Because the Shading work which has been done, makes us feel that such 3D elements totally real and feels. This is where most of the investments cut down as more texture details would prevent less of modelling details.