This course is closed for enrollments, submit the form to get notified early next time this course runs.

Thank you for your interest, you will be notified next time this course runs.

Oops, something went wrong:

Manage subscriptions
  • Difficulty Level:

    workshop-level-f F
  • Keywords: 3D


This texturing course will take you through the entire process of creating all the basic required textures for a street scene, starting from the process of gathering appropriate references, to creating rough concepts, to creating colour, bump, specular and reflection maps.

Additionally, you will be taught about fundamental industry standards, such as deciding on appropriate sizes for  texture maps, and optimising your work based on shots.

You will be supplied with a prepped, UV-mapped scene, and with a particular focus on understanding how to create effective and realistic idiosyncratic detailing for your maps, you'll create a finished textured version of the scene by the end of the eight weeks.

Leigh will be on hand thoughout the workshop to provide feedback and assist you with your work. While the course covers environmental scene texturing, the fundamentals taught apply to any hard surface texturing scenario, leaving you better prepared to tackle any texture challenge in the future.

The course videos will demonstrate texturing using Photoshop, but Leigh will be able to assist any students using 3D texture software like Mari or Bodypaint as well.


Week 1 - Getting Started

  • Introduction
  • Terminology
  • Gathering references
  • Texture map sizes

Video Content

  • Finding references
  • Creating quick concepts
  • Laying down the base colours


  • Designing the scene
  • Take the geometry, choose an angle and render it.
  • Take that render into Photoshop and experiment with different colour schemes and design ideas
  • Apply base colour pass to all geometry - no details, just base

   Goal for the week - To set up the first basic texture blocking pass after deciding on a design concept.

Week 2 - The Fundamentals of Structure

  • Fundamentals of detailing; positional motivation, ensuring texture scale and complexity are appropriate.
  • Staying focused on the task at hand

Video Content

  • Blocking out first structural detail (large detail) pass on buildings


  • Focusing on shop 01 object, do a colour structural detail pass.
  • Find appropriate base layer for detail and apply basic structurally-motivated details

Goal for the week - Complete first pass colour detailing

Week 3 - Grunge Mapping, Occulsion & More

  • Additional detailing (mid level detailing); signage, dirt, etc.
  • Grunge mapping
  • Occlusion
  • Advanced Photoshop blending techniques and masking
  • Designing elements

Video Content

  • Creating signage for shops, adding dirt layers


  • Create signage for shop 01 and add dirt to your texture pass
  • Ensure that design elements are appropriate and suitable for the scene
  • Check dirt scale and motivation

Goal for the week - Complete mid level detailing for shop 01.

Week 4 - Detailing and Custom Brushes

  • Final touch detailing (small detailing)
  • Custom Photoshop brushes

Video Content

  • Doing fine level detailing of edges and other idiosyncratic touches


  • Final level of detailing on shop 01
  • Use details to add final layer of realism to building

Goal for the week - Complete entire colour first pass for shop 01.

Week 5 - Mapping

  • Bump maps and spec maps
  • Ensuring consistency between surface attributes

Video Content

  • Setting up bump maps and spec maps for shop 01.


  • Create spec and bump maps for shop 01 object.
  • Ensure that all details are accounted for in these maps

Goal for the week - Complete entire colour, bump and spec first pass for shop 01.

Week 6 - Assets

  • Level of detail considerations based on shot
  • Ensuring look consistency between assets

Video Content

  • Starting work on other buildings, focusing on them individually


  • Begin blocking out colour maps for remaining buildings in shot
  • Ensure that additional buildings inhabit the same world as the first
  • Ensure scaling of details remains consistent

Goal for the week - Complete first pass colour for each remaining building

Week 7 - Identifying Issues

  • Tweaking
  • Critical self-assessment and identification of any issues

Video Content

Assessing the current scene and looking for ways to improve it
Creating textural relationships between different assets

  • Continue to develop the scene as a whole
  • Create spec and bump maps for remaining buildings

Goal for the week - Completing a basic colour, spec and bump first pass for entire scene

Week 8 - Final Week

  • Final considerations

Video Content

  • Finishing touches

Goal for the week - Finish up the scene!


What you will need

Students should have a basic working knowledge of Photoshop or equivalent, and have access to a computer with hardware sufficiently powerful to handle 4096x4096 textures.



Environment Modelling for Games
with David Baldwin

Learn the process to get your assets into your game using Maya and UDK.
workshop-level-i I
8 Weeks 8 WEEKLY UNITS (starts: Apr. 7) (Sold Out) (teaching now) (starts: T.B.A.) (coming soon)

Introduction to Environment Design for Games and Film
with Simon Scales

Learn to create beautiful environments from beginner to intermediate
workshop-level-f F
8 Weeks 8 WEEKLY UNITS (starts: Sep. 7) (Sold Out) (teaching now) (starts: T.B.A.) (coming soon)

Nuke Compositing for 3D Artists
with Nick Deboar

This is the perfect course for anyone who produces or works with 3D renders.
workshop-level-i I
6 Weeks 6 WEEKLY UNITS (starts: Sep. 7) (Sold Out) (teaching now) (starts: T.B.A.) (coming soon)