Resources

Learn 3D texturing, PBR workflows, and game asset creation. From fundamentals to advanced techniques, these guides will help you create professional game-ready assets.

Fundamentals

Beginner Core Concept

What is a Game-Ready Asset? A Complete Checklist

Understand exactly what makes a 3D model engine-ready — geometry, UVs, scale, naming, and export — with a checklist to run through on every asset.

Beginner Workflow

High Poly vs Low Poly — Understanding the Difference

Every game asset you've seen was low poly. Learn why the best ones start from high poly models and how they work together.

Beginner Workflow

What is Texture Baking and Why Do Game Artists Use It?

Discover how texture baking transfers high-poly detail to low-poly models, creating beautiful game assets that run smoothly.

Beginner Core Concept

What is Ambient Occlusion and Why Does It Matter?

Understand how ambient occlusion adds depth and realism by simulating soft shadows in crevices and contact points.

Beginner Core Concept

Polygon Count Guide — How Many Polys is Too Many?

Real triangle budgets for every asset type across mobile, indie, and AAA platforms — and where to spend your polygon budget for maximum visual impact.

Beginner Core Concept

LOD (Level of Detail) — What It Is and How to Set It Up

Understand how LOD chains work, how to plan triangle reduction per level, and how to set up LODs correctly in Unreal, Unity, and Godot.

Beginner Core Concept

What is a Trim Sheet and How Do Game Artists Use Them?

Learn how a single tiling texture atlas can cover dozens of meshes — and why AAA studios use trim sheets to build dense environments efficiently.

Beginner Core Concept

What are Vertex Colors and When Should You Use Them?

Vertex colors store data directly in the mesh — no UVs needed. Learn how they drive material blending, wind, damage states, and more.

Beginner Core Concept

What is PBR Texturing? A Beginner's Guide

Learn the fundamentals of Physically Based Rendering and why it's the industry standard for game texturing.

PBR Maps & Channels

Beginner Technical

Normal Maps vs Bump Maps — What's the Difference?

Learn the difference between normal maps and bump maps, and why normal maps are the modern standard for adding surface detail.

Beginner PBR Channel

What is a Roughness Map and How Do You Use It?

Master roughness maps to control surface shininess and create realistic materials from polished metal to weathered wood.

Beginner PBR Channel

Understanding Metallic Maps in PBR Workflows

Learn how metallic maps tell the engine which parts of your material are metal vs non-metal for accurate light response.

Beginner PBR Channel

What is an Emissive Map? (Glow Effects in Game Assets)

Learn how emissive maps make surfaces glow independently of scene lighting — and how they interact with Bloom in Unreal, Unity, and Godot.

Beginner PBR Channel

What is an Opacity Map and When Do You Need One?

Understand how alpha maps control transparency, when to use Masked vs Translucent mode, and why the choice has a big impact on performance.

Beginner PBR Channel

What is a Height Map and How Does It Differ from a Normal Map?

Height maps store surface elevation as greyscale data. Learn how they enable displacement and parallax effects that normal maps can't deliver.

Intermediate PBR Channel

What is a Curvature Map and How is it Used in Texturing?

Curvature maps identify where a surface bends outward or inward — the foundation of edge wear, cavity darkening, and procedural material variation.

Intermediate PBR Channel

What is a Thickness Map and Why Does It Matter for SSS?

Thickness maps measure how much material light has to pass through — the key input that makes skin, leaves, wax, and marble look translucent and alive.

Intermediate Technical

What is Channel Packing and Why Do Game Engines Use It?

Channel packing stores multiple greyscale maps in one texture file. Learn the ORM convention, engine differences, and how Trumble handles it automatically.

UV Workflows

Intermediate Technical

Hard Edge vs Soft Edge — How They Affect Your Normal Maps

Incorrect edge setup is the most common source of banding artifacts after baking. Learn the two rules that eliminate these problems entirely.

Intermediate Technical

UV Packing Tips — How to Maximize Texel Density

Wasted UV space is wasted texture resolution. Learn the packing strategies professionals use to squeeze maximum detail out of every texture.

Intermediate Technical

What is Texel Density and Why Does It Matter?

Inconsistent texel density is immediately visible as one surface being sharp while adjacent geometry looks blurry. Learn how to measure and match it across your scene.

Beginner Technical

UV Seams — Where to Place Them to Minimize Visible Stretching

Every seam is a potential artifact. Learn where to put them — and where to avoid them — to get clean UVs and invisible seam lines on every asset.

Baking

Intermediate Baking

Normal Map Baking — Common Errors and How to Fix Them

Fix seam lines, black spots, smoothing group errors, and green channel flips — the most common normal map baking problems and exactly what to do about each one.

Intermediate Baking

How to Bake AO Maps Without Artifacts

Learn what settings control AO bake quality, how to fix grainy or overly dark results, and how to use your AO map correctly in the engine material.

Engine Setup

Beginner Engine Setup

PBR in Unreal Engine 5 — How the Material Editor Works

Connect your Trumble textures to Unreal's Material Editor. Covers ORM packing, import settings, material instances, and the complete setup from export to in-engine material.

Beginner Engine Setup

PBR in Unity — Understanding the Standard Shader

Set up PBR materials in Unity URP and HDRP. Covers the Mask Map convention, the Smoothness vs Roughness difference, and how Trumble handles it automatically.

Beginner Engine Setup

PBR in Godot — Setting Up Materials for Game Assets

Set up BaseMaterial3D with textures from Trumble. Covers ORM texture connections, GLTF import, and the complete material setup in Godot 4.

Workflows & Techniques

Workflow Technical

How to UV Unwrap a 3D Model for Game Assets

Master UV unwrapping to create clean, efficient texture layouts that maximize resolution and minimize distortion.

Best Practices Technical

Texture Resolution Guide — How Big Should Your Textures Be?

Learn how to choose the right texture resolution for different asset types and platforms to balance quality and performance.

Workflow Engine Setup

How to Export Textures for Unity, Unreal, and Godot

Get your textures engine-ready with the correct formats, channel packing, and export settings for each game engine.