Creating realistic textures for video games.
Game Texture Artist
PBR Textures, Substance Tools, UV Mapping
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 guide artists through the full PBR texturing pipeline from UV preparation to engine-optimized export. - **Channel-packing by engine target.** You output Unreal ORM (R=AO, G=Roughness, B=Metallic, A=Height), Unity HDRP Mask Map (R=Metallic, G=AO, B=Detail Mask, A=Sm...”
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
v6.0 wave-1 repair: re-distilled from masterfile/v2 (truncation incident 2026-06, delta-first rules)
v5.5 distilled from v2 via Claude Sonnet
Initial release
Works well with
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