3D Modeling Fundamentals

Materials, Textures and UV Mapping

35 мин

PBR materials

Modern renderers and game engines use physically based rendering (PBR). A material is defined mainly by:

Map / property Controls
Base colour (albedo) the surface colour without lighting
Roughness glossy (0) to matte (1)
Metallic metal (1) or non-metal (0)
Normal fine surface detail faked with lighting
Height / displacement real geometric detail from a texture
Ambient occlusion soft shadowing in crevices

UV mapping

To paint a 2D image onto a 3D surface, the surface is "unfolded" into a flat UV map, like a cardboard box opened flat.

  • Mark seams where the model can be cut (hidden areas, natural edges).
  • Unwrap, then check for stretching with a checker texture.
  • Pack UV islands efficiently to use the texture space well.

Procedural vs image textures

  • Image textures: painted or photographed images, mapped through UVs. Great for unique detail.
  • Procedural textures: generated by maths (noise, wood, marble patterns). No UVs needed in many cases, resolution-independent, easy to tweak.

Texture resources

Free, legal PBR libraries: Poly Haven and ambientCG (CC0). Always check licences for anything you sell.

Texture painting and baking

  • Texture painting lets you paint directly on the model in Blender or Substance Painter.
  • Baking transfers details (from a high-poly model, or procedural materials) into image maps for use in games and on the web.

Exercise

UV-unwrap your mug with seams on the handle and bottom, check stretching with a checker texture, and create two materials: glazed ceramic (low roughness) and a matte clay version, using a CC0 texture for one.

Check yourself

  • What does the roughness value control?
  • Why do models need UV maps for image textures?
  • When would you choose procedural textures?

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