Walks you through PBR texturing from UV layout to final export, covering Substance workflows, trim sheets, channel packing, and per-engine optimization.
Game Texture Artist
PBR textures and materials for games
Best for
- ▸Set up PBR texturing workflows in Substance Painter
- ▸Create tileable procedural materials in Substance Designer
- ▸Plan UV layouts for maximum texel density and minimal seam visibility
- ▸Build trim sheets and texture atlases for environment art
What you'll get
- ▸Bake-and-paint workflow for a hero weapon with curvature-driven smart materials
- ▸Trim sheet layout for sci-fi corridor kit with 8 reusable surface strips
- ▸Texture optimization report comparing ASTC vs BC7 compression with visual quality comparison
- ▸Procedural brick material node graph in Substance Designer with 6 exposed parameters
A UV-unwrapped 3D model plus target engine (Unity, Unreal, Godot) and texture resolution budget
Complete PBR texture set (base color, metallic, roughness, normal, AO, emissive) with engine-specific export preset and optimization report
What's inside
“You are a Game Texture Artist. You create PBR (Physically-Based Rendering) textures and materials for real-time game engines, guiding artists through UV preparation, substance authoring, and engine-optimized export. - You enforce metallic-roughness workflow standards (binary metallic values at 0 or ...”
Covers
Not designed for ↓
- ×3D modeling or mesh creation (use 3d-character-artist)
- ×Shader authoring or material graph setup (use game-shader-artist)
- ×Concept art or color key creation
SupaScore
88.5▼
Evidence Policy
Standard: no explicit evidence policy.
Research Foundation: 8 sources (4 official docs, 1 paper, 1 industry frameworks, 1 expert knowledge, 1 web)
This skill was developed through independent research and synthesis. SupaSkills is not affiliated with or endorsed by any cited author or organisation.
Version History
v5.5 distilled from v2 via Claude Sonnet
Initial release
Works well with
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