3. texturing

24×120 minute-long lessons.

Original price: £ 2160


Special Lockdown PriceS



(paid in 6 installments)

£ 324×6

duos: 50% OFF

(paid in 6 installments)

£ 180×6 /student

trios: 66% OFF

(paid in 6 installments)

£ 120×6 /student

What is this module about?

Texturing is a crucial part of 3D graphics. In this module, you will dig into two industry-standard tools: Adobe Photoshop for a classic pipeline, and Substance Painter for a modern PBS workflow.

What are the requirements for this module?

Completion of both Modelling and UV Mapping modules, the Digital Sculpting module, or a presentation of appropriate modelling, UV mapping skills and proficiency in ZBrush are required for this module.

A decent Windows 10 Pro-based PC with a strong video card, or a Mac with a strong AMD card, at least 16 Mb RAM, a HD or UHD monitor, and a pen tablet (e.g. the Wacom Intuos series).

You will also need a Photoshop, a Substance and a Maya  license.

Whom is it recommended for?

Anyone who wants to know more than just modelling. Modellers who want to work for smaller studios, where it is more common to have one artist create the whole model, complete with maps and textures.

This module grants access to the Materials, Lights & Render course.

Software we use


The Photoshop Toolset

The Pen tool. The Layers. The Adjustment Layers. Masks and Alphas. Healing and Cloning. All about Brushes. The Blending modes. Compositing basics. Blur.


project “trophy”

Set up a connection between Maya and Photoshop and create a colour map for the animal head model you created in Module #1. Optionally, create a specular map and a bump map, too.

Essential Lighting and Shading Network

3 point lighting. HyperShade: classic materials. Using the textures created in Photoshop. Viewport 2.0 setup.

Prepping for Substance Painter

ID map creation. Transfer maps. Dismantling objects for mesh baking.


project “stove”—step one

Prepare the electric stove model to be textured in Substance Painter.

Baked Maps

Bake mesh maps. Replacing dismantled object with original.


Layers and fill layers. Masks. Generators. Paint.

Physically Based Shading (PBS)

Albedo, Roughness, Height, Metallic, Normal.

Procedural Texturing

Smart materials and smart masks. UV vs Tri-planar projection.


Brushes, grunges and particles. Stencils and alphas.


project “stove”—step two

Turn the electric stove model into a rusty, dirty piece of junk.

Creature Texturing

Reference: RBX imaging. Understanding blood, skin, and subsurface scattering.


project “biomechanoid”

Texture the biomechanoid to be lifelike and weathered.


Previsualisation in Iray. Tweaking and optimizing the shaders.

Exporting Textures

Exporting to different engines. Separating ambient occlusion from colour maps.

Maya Stingray PBS

Setting up and applying Stingray PBS materials on the object in Maya. Showcasing the final textured model in Viewport 2.0 on a turntable, and capturing the animation with Playblast.