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3D modelling, texturing and UV mapping

Animation / VFX / Game Design (B.Sc / B.Des) · 3D · free study notes for exams, placements and interviews

In short

3D modelling builds the geometry of an object as vertices, edges and faces (or as mathematical curved surfaces); UV mapping flattens that 3D surface into a 2D layout so images can be painted on it; texturing supplies the colour and surface-property maps that make the model read as metal, skin or cloth. The three are one pipeline stage — a model with bad topology cannot be unwrapped cleanly, and a bad unwrap wastes texture resolution and shows seams. This is the core practical and viva content of 3D papers in B.Sc Animation / B.Des programmes (Maya, Blender, 3ds Max, ZBrush, Substance Painter labs) and the first thing tested in portfolio and technical rounds at Technicolor India, DNEG India, MPC, Framestore, Rockstar India, Ubisoft Pune, Zynga, SuperGaming, Green Gold, Technicolor Games and Lakshya Digital. Game and real-time work adds hard budgets — triangle counts, texel density, UV channels — which is where most interview questions land.

Explained

Geometry: what a 3D model actually is

Modelling methods and classification

Topology: the rule that governs everything downstream

UV mapping and unwrapping

Texturing and PBR maps

Baking: high-poly to low-poly

  1. Model high-poly (SubD or sculpt) and a low-poly game mesh that follows the same silhouette.
  2. UV the low-poly: no overlaps, correct padding, uniform texel density, hard edges split in UVs where the normal map needs it.
  3. Name-match or explode the parts (part_high / part_low, or separate them in space) so rays hit the right surface.
  4. Set a cage / ray distance — too small misses detail, too large catches neighbouring parts.
  5. Bake normal, AO, curvature, thickness, position, world-space normal and ID maps by casting rays from the low-poly along its interpolated normals to the high-poly.
  6. Fix artefacts: gradients/skewing from averaged normals (add support loops, harden edges, use a cage, or bake with matched smoothing), seam shading breaks (split UVs where you have hard edges — "hard edge = UV seam"), ray-miss black spots (increase distance), and waviness from mismatched silhouettes.
  7. Triangulate before baking and before export so the engine's triangulation matches the baker's; use the same tangent basis (MikkTSpace is the common standard) in baker and engine.
  8. Also baked in production: lightmaps (UV1), vertex colour / vertex AO, and for film Ptex (per-face texturing with no UVs at all — used where unwrapping a dense asset is impractical).

Pipeline, formats and professional practice

Key points

Formulas and examples

Euler–Poincaré formula: V − E + F = 2 − 2g (V vertices, E edges, F faces, g = genus = number of holes; a sphere g = 0 → V − E + F = 2, a torus g = 1 → 0)
Triangles from quads: T = 2 × Q (a quad splits into 2 triangles; a planar n-gon into n − 2)
Catmull–Clark growth: F(n) = F₀ × 4ⁿ (F₀ = cage quad faces, n = subdivision level)
Texel density TD = texture resolution (px) / real-world length of the surface it covers (cm) → px/cm
Equivalently, for a UV shell: TD = (shell's UV length × map resolution) / surface length in cm
Texture memory (uncompressed, 8-bit RGBA) = width × height × 4 bytes; with mipmaps ≈ × 1.333
BC1 ≈ 0.5 byte/texel, BC3 / BC5 / BC7 ≈ 1 byte/texel
UDIM number = 1001 + u + 10 × v (u = 0…9 across, v = 0,1,2… up)
UV area utilisation = (sum of UV shell areas) / (total 0–1 tile area) × 100%
Mesh memory (rough) ≈ V × (bytes per vertex: 12 position + 12 normal + 8 UV + 4 tangent ≈ 36–48) + indices (3 × T × 2 or 4 bytes)

Example 1 — Euler check on a cube and a torus

Example 2 — Subdivision cost A SubD cage has 2,400 quads.

Example 3 — Texel density and map size A game character is 180 cm tall. The project standard is 10.24 px/cm (= 1024 px per metre).

Example 4 — Texture memory budget A character ships with Base Colour, Normal, and a packed ORM (AO/Roughness/Metallic) map, all 2K.

Example 5 — UDIM and packing A film hero prop needs an effective 8K of detail but the renderer is set to 4K tiles.

RepresentationDefined byResolutionBest forWeakness
Polygon meshVerts, edges, facesFixedGames, real-time, all exportFaceted unless dense
NURBSControl points, weights, knotsExact, tessellated at renderCAD, product, automotive Class-ABranching organic forms, trimming
Subdivision surfaceLow-poly cage + schemeSmooth limit surfaceFilm characters and propsNeeds clean quad cage
Sculpt (voxel/dyntopo)Dense free-form polysVery highConcept, detail, displacementNo usable topology or UVs
ProceduralNode graphParametricEnvironments, variationHarder to art-direct precisely
Scan / photogrammetryCaptured pointsVery high, noisyReal sets, props, heritageBaked lighting, needs retopo
MapChannelsColour spaceDrivesTypical compression
Base Colour / AlbedoRGBsRGBDiffuse colourBC7 / BC1
Normal (tangent)RG (B derived)LinearFake surface detailBC5
RoughnessGreyLinearMicrosurface scatterpacked, BC7
MetallicGrey (near 0/1)LinearConductor maskpacked, BC7
Ambient OcclusionGreyLinearAmbient shadowingpacked, BC7
Height / DisplacementGrey (16/32-bit)LinearReal geometric offsetEXR (not block-compressed)
EmissiveRGBsRGBSelf-illuminationBC7

Where it is used

Interview questions

Common mistakes

Related topics

Rigging and character animation · Lighting, rendering and shaders · Digital sculpting and retopology workflows · Real-time engines: Unreal and Unity asset pipelines · Compositing and look development · Computer graphics fundamentals: transformations, rasterisation and projection

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