Texturing and Materials
A Texture Artist's challenge is to define the material, history, function, age, and style of a diverse range of assets. From a castle wall to a fantasy creature, is it clean, weathered, damaged, dusty, dull, shiny – or a varied combination of all? The Texturing & Materials Path assembles 12 workshops by film, animation, and game-art veterans who share professional tips, techniques, and workflows for texturing props, vehicles, environments, and creatures using industry-standard software, including Maya, Substance, Mari, Houdini, and Unreal Engine.
The featured instructors have contributed to such projects as Guardians of the Galaxy, The Jungle Book, Uncharted, The Mandalorian, and Star Wars Jedi: Survivor at studios including Framestore, DreamWorks, Respawn Entertainment, and Riot Games.
Creating Production-Ready Hero Assets using Mari
VFX Artist Michal Zsigmund guides artists through the process of using Mari and Gaffer to create stunning, production-ready hero assets for film and TV. This 4h 11m workshop covers leveraging Mari's Extension Pack for detailed texturing, exporting meshes from Maya using Alembic...
Fantasy Creature Texturing & Look Dev
Senior VFX Artist Sohrab Esfehani provides a 6h 33m workshop on a full, film-quality pipeline for creature texturing and look development. Utilizing Mari, ZBrush, Nuke, and Houdini, the tutorial covers advanced techniques for creating photorealistic skin and complex fur...
Material Texturing for Production in Mari & Maya
Lead Texture Artist Peter Aversten shares his 8h 40m feature film texturing workflow using Mari and Maya. This comprehensive course covers Mari node graph fundamentals, advanced material creation...
Procedural Shading Techniques for Houdini & Arnold
Wojtek Piwowarczyk, an Environment Generalist TD, presents an 8h 30m workshop on creating photorealistic procedural shaders using Arnold and the procedural nature of Houdini...
Lighting & Look Dev Essentials Vol 2: Shading & Texturing
CG Supervisor Adrien Vallecilla shares a 4h 41m workshop on advanced look development and shading theory, showing how to create realistic shaders and procedural textures in Maya and Redshift...
Vehicle Texturing in Substance Painter: From Clean to Mean
James Schauf presents a 9h 51m workshop on vehicle texturing in Substance Painter, demonstrating how to achieve two different looks: a clean, slightly imperfect hot rod (Night Fire) and a rusty, 'Mad Max' inspired rat rod (Rusty Scorpion)...
Unreal Engine 5 Material System Overview
Lead Digital Projects Engineer Charleston Silverman gives a complete 5-hour overview of the Unreal Engine 5 Material System, covering both fundamental and advanced techniques. The workshop details efficient use of textures, PBR, material instances, and advanced material types like Parallax Occlusion Mapping...
Creating Complex Materials for Games in Substance Designer
Senior Texture Artist Kat Tamburello presents a 3h 40m workshop, for beginner to intermediate artists, on creating a complex, multi-functional material in Substance Designer for games. The tutorial focuses on building a base material (dirt and cobblestones)...
Creating Props for Games, Vol. 2: Texturing and Shading for Production
Senior Environment Artist Nick Reynolds presents a 7h 35m workshop focusing on the texturing and shading of game props using a non-destructive, iterative workflow in Substance Painter. Volume 2 begins with a detailed lecture on Physically Based Rendering (PBR) fundamentals before moving into practical texturing techniques...
Getting Started With Look Development in Houdini
Look Development Artist Brent Le Blanc provides a 2h 20m workshop on texturing and shading, or "look development," utilizing an industry-standard workflow combining Maya (for UVs), Substance Designer (for custom tools), Substance Painter (for texturing), and Houdini with Redshift...
Creating Stone Wall Materials in Substance Designer
Senior Texture Artist Josh Lynch provides a 2h 50m workshop detailing industry-standard workflows for creating believable stone wall materials in Substance Designer...
Creating Complex Designs and Patterns
Principal Artist Nate Stephens demonstrates the creation of a complex decorative medallion asset using Substance Designer, ZBrush, Maya, and Marmoset Toolbag. The 2h 03m workshop starts by building complex shapes in Substance Designer, moves to ZBrush for sculpting detail and retopology, then to Maya for UVs...
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