Unique texturing (texture painting)
Giving an asset its own texture set by painting directly on the model in Substance 3D Painter, 3DCoat, Mari or Blender; layers, masks, generators, smart materials, anchor points, storytelling wear and export presets.
Unique texturing means giving one asset its own texture set, laid out on non-overlapping UVs, and painting it specifically for that object. A crate, a gun or a hero statue gets maps that exist only for it, so every scratch and stain can sit exactly where its story says it should. The price is memory: Tim Simpson contrasts trim workflows with "massive 4k unique unwrap textures" that are still hard to afford on console (Polycount: TUTORIAL: Trim Textures for environment art…).
Most unique texturing today is texture painting: you paint on the 3D model in a dedicated tool, usually on top of baked mesh maps from a high-to-low bake.
#When to texture uniquely
- Hero props the player sees up close or inspects.
- Story objects where specific wear tells something (see environmental storytelling).
- Organic or irregular shapes that do not suit trim sheets or tileable materials.
- Small props whose textures can be packed into one atlas later.
Matthew Murchison uses the baked low-poly workflow where the camera rarely gets close enough to see texture pixels, and switches to bevelled geometry with tiling textures where it does (ArtStation blog: Leveraging Multiple Workflows). Unique textures sit best at mid distance and for hero props.
#The tools
| Tool | What it is known for | Notes |
|---|---|---|
| Substance 3D Painter (Adobe) | Layer stack, smart materials, generators driven by baked maps | The de facto standard for game props; materials vs smart materials explained below (Substance 3D Painter documentation) |
| 3DCoat / 3DCoatTextura (Pilgway) | Painting plus sculpting and retopology in one app | Offers "Microvertex, Per-pixel or Ptex painting approaches", smart materials and textures "up to 16k"; Textura is a cheaper edition focused on texturing and rendering (3dcoat.com) |
| Mari (Foundry) | Very large texture sets in film and TV | Node graph or layers, UDIM workflows with "hundreds of high-resolution texture maps", up to 32K per UDIM (foundry.com) |
| Blender texture paint | Free, built in | Paint in the 3D Viewport on a UV-unwrapped mesh; changes are not saved automatically (Blender Manual) |
| InstaMAT (Abstract) | Layer painting plus node graphs | Free Pioneer licence for individuals and small businesses under $100,000 revenue (instamaterial.com) |
See texturing and material software for licences and alternatives.
#How a painted texture is built
All of these tools work in layers that stack like Photoshop layers, but each layer carries several physically based rendering channels at once: base colour, roughness, metallic, normal and height.
#Masks
A mask limits where a layer shows. Adobe describes it this way: "The mask works as an intensity parameter over the content of the layer" (Substance 3D Painter documentation: Masking and effects). Masks are greyscale, and you can paint them by hand, fill them procedurally, or both.
#Generators
A generator is a procedural mask that reads the baked maps of your mesh. Adobe says generators suit masks in particular (Substance 3D Painter documentation: Masking and effects). The Metal Edge Wear generator, for example, "creates the appearance of damage and wear on areas of your mesh" that are likely to be knocked, and needs four baked maps: position, curvature, ambient occlusion and world-space normal (Substance 3D Painter documentation: Metal Edge Wear). A clean bake therefore matters, because errors in the curvature map put wear in the wrong places. See fixing baking artefacts.
#Materials and smart materials
In Painter, plain materials "are standard, uniform, tiling materials" and need no baking. Smart materials "are presets for a whole layer stack" that include mesh-specific detail, so you must bake first (Substance 3D Painter documentation: Create and use Materials and Smart Materials). Adobe calls them "advanced layer presets" whose results stay "adapted to the mesh topology"; smart masks are the same idea for masks only (Substance 3D Painter documentation: Smart Materials and Masks).
Smart materials are a starting point that needs further work. Applied unchanged, they make every prop look like every other prop that used the same preset.
#Anchor points
An anchor point lets one part of the stack read another. Adobe describes it as a way to "expose any resource or element in the layer stack and reference it in different areas of the layer stack" (Substance 3D Painter documentation: Anchor Point). A common use: paint dents or scratches into the height channel, add an anchor, and have a generator further up use that painted detail so wear and dirt follow it. The referenced anchor must sit below the layer that uses it, and references cannot cross texture sets (Substance 3D Painter documentation: Anchor Point).
#Storytelling wear
Procedural wear is quick to set up, but believable wear needs a cause. Ask who used the object, how, and for how long; then put damage where hands, feet, weather and time would put it. See environmental storytelling and sculpting damage and wear.
A practical order for any prop:
- Base materials per part (wood, metal, paint), with correct values. See physically based rendering.
- Large variation: colour and roughness shifts across big areas, so surfaces are not flat.
- Form wear: generators for edges and cavities, then edited by hand.
- Use wear: hand-painted masks where the story puts them (handles, kick plates, drips).
- Final detail: labels, stencils, grime streaks. Check the value structure in greyscale.
#Exporting
Painter's output templates decide which maps are written, how they are named and how channels are packed. The default list includes templates such as "Unreal Engine (Packed)", "Unity Universal Render Pipeline (Metallic Standard)", "Unity HD Render Pipeline (Metallic Standard)" and "Blender (Principled BSDF)" (Substance 3D Painter documentation: Default Output templates). Adobe describes the Unreal template's purpose as packing textures "with the lowest possible memory footprint" (Substance 3D Painter documentation: Default Output templates). See channel packing and texture file formats.
Make your own template once per project so every artist exports the same names and packing.
#In different tools
- Substance 3D Painter: fill layers with masks, generators and anchor points; output templates for each engine (Substance 3D Painter documentation: Default Output templates).
- 3DCoat: paint and sculpt in one app; useful when you want to adjust the model while painting (3dcoat.com: 3DCoat).
- Mari: built for many UDIM tiles at very high resolution; more common in film than in games (foundry.com: Mari). See UDIMs.
- Blender: paint directly on the mesh in Texture Paint mode; the object must be UV unwrapped first, and overlapping UVs are not well supported (Blender Manual: Texture Painting: Introduction).
#Further reading and watching
References
- · TUTORIAL: Trim Textures for environment art and props · Polycount, 2019 · forum · accessed 2026-10-21
- · Leveraging Multiple Workflows · ArtStation blog, 2019 · article · accessed 2026-10-21
- · Create and use Materials and Smart Materials · Substance 3D Painter documentation · docs · accessed 2026-10-21
- · 3DCoat · 3dcoat.com · tool · accessed 2026-10-21
- · Mari · foundry.com · tool · accessed 2026-10-21
- · Texture Painting: Introduction (manual source) · Blender Manual (source repository) · docs · accessed 2026-10-21
- · InstaMAT · instamaterial.com · tool · accessed 2026-10-21
- · Masking and effects · Substance 3D Painter documentation · docs · accessed 2026-10-21
- · Metal Edge Wear · Substance 3D Painter documentation · docs · accessed 2026-10-21
- · Smart Materials and Masks · Substance 3D Painter documentation · docs · accessed 2026-10-21
- · Anchor Point · Substance 3D Painter documentation · docs · accessed 2026-10-21
- · How to Make Tool Kit With History Using ZBrush & Substance 3D Painter · 80 Level, 2023 · article · accessed 2026-10-21
- · Default Output templates · Substance 3D Painter documentation · docs · accessed 2026-10-21
- · Creating Trim Sheets 4 Part Tutorial - Polygon Academy (thread) · Polycount, 2019 · forum · accessed 2026-10-21
Pages that link here
- Real-time vs. offline rendering Topic
- The game asset pipeline Topic
- Texturing and material software Reference
- Hero assets, props and filler Topic
- Macro normals Key term
- Sculpting damage and wear Guide
- UV mapping Topic
- Texel density Topic
- Texture streaming Key term
- Ways to texture an environment Overview
- Smart materials Key term
- Tileable materials Topic
- Photo-sourced and scanned materials Topic
- Trim sheets Topic
- Mesh decals Topic
- Edge wear Key term
- Vertex painting and blending Topic
- Master materials and instances Topic
- Virtual texturing Key term
- Draw calls Key term
- Exercise: a trim sheet Exercise
Last updated 2026-10-22