texturing
Installation
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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