Texture artists make surfaces look realistic on computer-generated (CG) 3D models.
They rough objects up or they make them shine – scales on a crocodile’s skin, reflections on car doors, skid marks on roads, creases in trousers.
They start with a 3D model created by modeling artist that is usually a plain grey shape. The texture artists paint the details onto the surface of the models until they look like a photograph.
Texture artists sometimes create textures from scratch, so they have a good understanding of different kinds of real-world materials. Sometimes they work from a library of stock textures. Or they might use photographs – often photographs from the live-action footage of the film they are making – in order to digitally project them onto a 3D model as a basis for the texture.
Once a texture artist is happy with the textured surface that they have created, they can ‘bake’ (copy using a VFX program’s ‘baking tool’) the texture from one surface so that it can be used elsewhere as well.
Texture artists work for VFX companies or studios or as freelancers. Smaller VFX companies may not distinguish between texturing and modelling artist roles, and instead advertise for one position to do both roles.
These are some of the tools used by professionals:
- Graphics software (Adobe After Effects, Dreamweaver, Illustrator,Photoshop)
- 3D modelling, sculpting and painting software (Blender, 3ds Max, Maya, Mudbox, ZBrush, Substance Painter, Substance Designer, Quixel)
Making textures is a great way of expressing yourself artistically in my opinion, not only does it allow you to show the texture of the object better to make it more realistic or to show the effect you want, but it also allows you to use your drawing skills and for those who like to draw, it is an enjoyable job to put your own drawings on the object to give it a more beautiful effect.
Share one of my favourite material artists:
Daniel Thiger
Freelance artist with 20 years of experience in the game industry at Dice, Bungie and as a freelancer. Daniel specializes in material, texture, and asset creation. He is passionate about anything procedural, and spends most of his spare time experimenting in Substance Designer.


