3D Model Texturing and PBR Material Creation Services

Our video game development company runs independent projects, jointly creates games with the client and provides additional operational services. Expertise of our team allows us to cover all gaming platforms and develop an amazing product that matches the customer’s vision and players preferences.

From immersive apps to game worlds and 3D scenes

Our dedicated team for VR/AR/MR development, Unity production and 3D modeling & animation — with its own case studies and capability decks.

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3D Model Texturing and PBR Material Creation Services
Complex
from 2 days to 2 weeks
Frequently Asked Questions

Our competencies

What are the stages of Game Development?

Latest works

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    Game development for Mortal Motors
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    A turn-based strategy game set in a fantasy setting, With Fire and Sword
    926
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    Game development for the company Second term
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    3D animation - teaser for the game Phoenix 2.
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If you apply a poorly crafted physically based material to a mesh with perfect geometry, the asset will look cheap—regardless of polycount and UV quality. And vice versa: a well-made material can elevate modest geometry to a convincing result. Texturing and PBR material assembly account for half of the final asset quality. We offer professional 3D model texturing and PBR material creation for any engine—Unity, Unreal Engine, Godot. With over 10 years of experience and 50+ game development projects, from mobile to console, we deliver physically correct, optimized materials. Contact us for a consultation on your project. For example, texturing a single prop starts at $300.

Why Correct PBR Composition Is Critical

The most common mistake—incorrect metallic and roughness values as the material base. This isn't a matter of taste; it's physically invalid data. A metal with metallic = 0.5 does not exist in nature: a surface either conducts or doesn't. The metallic map should be nearly binary—0 for dielectrics, 0.9–1.0 for metals. Exceptions are transition zones at edges (corrosion, dirt) where metallic can take intermediate values, but only for masking the transition, not as the main value.

Roughness is a different story. The range is wider, but artists tend to undervalue it, making all surfaces glossier than they should be. Polished steel: roughness 0.15–0.25, not zero. Matte paint: 0.75–0.85. Raw stone: 0.85–0.95. References from Quixel Megascans are invaluable here—they provide physically calibrated values for hundreds of materials. Our team guarantees physical correctness for every material using licensed tools and cross-referencing with official engine specs.

The second error zone is the Albedo map. In a physically based rendering pipeline, albedo must not contain lighting information. No shadows, no ambient occlusion imprints in albedo. This breaks physical correctness: the engine calculates lighting itself, and baked shadows create double occlusion—the surface looks dirty under any light. AO is baked separately and fed into the appropriate material channel. In Unity HDRP, that's the G channel of the mask texture in Lit Shader (packed: metallic R, AO G, detail mask B, smoothness A).

Our Tools and Pipeline for Texturing

Our primary production tool is Substance Painter. Since version 8.3, it supports real-time 8K textures on modern GPUs, critical for hero assets. Key features used on every project:

  • Smart Materials as a base—not for final output, but as a starting point with physically correct values. Then we add custom layers with Generator masks (Position, Curvature, AO). The Curvature Generator provides edge wear automatically in the right places; the AO Generator accumulates dirt in crevices. This isn't "press a button and it's done"—these tools require fine-tuning Bias and Intensity for the specific mesh.
  • Baking pipeline inside Substance Painter: Normal, AO, Curvature, Position, ID Maps from high-poly or via mesh maps. Configuring Baker Groups for characters with overlapping geometry is mandatory. Without Baker Groups, an arm overlapping the torso in T-pose will produce false AO on the torso.

For procedural materials and tileable textures, we use Substance Designer. This is a different tool with a different logic: a node graph instead of layers. The result is a texture whose parameters can be changed without manual repainting. Useful for environments requiring material variations: wet asphalt / dry asphalt / cracked asphalt—one graph with three control parameters.

Quixel Mixer fills an intermediate niche—quick blending of Megascans materials with masking by slope, curvature, or vertex paint. For environmental assets in Unreal Engine 5, this is often faster than Substance Painter due to native integration.

Over 10 years, we've tried all major tools and choose the optimal pipeline for each task type. Our services cover all aspects of game art, including 3D modeling, PBR textures, and game materials for game development textures. Contact us—we'll help determine the best approach.

What's Included in the Work

  • UV layout analysis and texel density check
  • UV error fixing (seams, flipped islands, inconsistency)
  • Map baking (Normal, AO, Curvature, Position, ID Map)
  • Full PBR texture set creation (albedo, normal, metallic, roughness, AO, height/parallax)
  • Subsurface scattering (SSS) setup for organic materials
  • Texture export for target engine (Unity, Unreal, Godot)
  • Texture optimization for given FPS budget and platform
  • Material documentation and visual setup recommendations

Process and Timelines

Stage Duration
UV review and rework 0.5–1 day
Map baking (Normal, AO, Curvature, Position) 0.5–1 day
Texture creation 2–7 days
In-engine testing 0.5–1 day
Revisions and export 0.5–1 day
Task Scale Estimated Time
Single prop (1–2 materials, 1 UV set) 1–3 days
Weapon/vehicle asset (3–5 materials) 3–7 days
Character (body + clothing + accessories, 5–10 UV sets) 7–20 days
Environment/prop set (20+ assets) 3–8 weeks

The process begins with reviewing the mesh and UV layout—before texturing, we ensure consistent texel density across all assets, proper seam placement, and no inverted UV islands. If the layout needs improvement, it's handled separately.

Cost is determined after analyzing the technical specification: number of assets, target texture resolution, engine, and rendering pipeline. We guarantee transparent pricing and lock the budget before work begins.

Typical UV and Texture Errors We Fix

  • Inverted UV islands: Easily missed but cause flipped normal maps. We catch them early in the bake phase.
  • Texel density mismatch: When different parts of the same asset have varying resolution, creating visible quality differences. We standardize to a target texel density.
  • Seam placement on visible areas: Seams should hide in crevices or along hard edges. We reposition them if needed.
  • Overlapping UVs: Common in complex props; we separate islands to avoid baked lighting artifacts.
  • Incorrect material ID maps: Essential for masking in Substance Painter; we generate clean ID maps from the high-poly model.

Request a project evaluation—send us your task description. We'll respond within one business day with a scope and estimate.