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Game Art Texturing Masterclass – The Complete Pipeline

OVERVIEW

Learn to think and work like a Senior 3D Artist with Sierra Division’s Robin Mariančík.

In this in-depth masterclass, Robin will take you through the complete 3D texturing pipeline used in AAA game production. You’ll learn how to organize your workflow, create optimized textures, and understand how each step connects to professional studio standards.

Using tools such as RizomUV, Substance, and Marmoset, you’ll go through the full process, from preparing and packing UVs of pre-cut models to creating textures from scratch, adding complexity and consistency, and achieving polished final renders. Along the way, you’ll gain insight into real AAA production methods, learning not only how to texture efficiently but also how to think like an experienced artist.

By the end, you’ll have a solid understanding of the AAA texturing pipeline and the practical skills needed to bring game-ready assets to life.

 

THIS COURSE IS IDEAL FOR

Game artists who already know the basics of 3D modeling and want to specialize in texturing assets for AAA games. This course will help you understand professional studio workflows and standards used in the industry.

 

BENEFITS

  • Master the procedural texturing pipeline
  • Gain a thorough understanding of how to optimize and streamline a texturing workflow
  • Have a portfolio showcasing 5-10 high-quality texture images
  • Learn from a top artist at Sierra Division
  • Course content and Miro board access for 1-year
  • Learn alongside your peers on a shared Miro board – see the feedback they receive to gain insights, spark new ideas, and refine your own creations
  • 1-year FREE license for RizomUV software*
  • 1-year FREE license for Substance Collection*

 

*Subject to RizomUV/Adobe approval, terms, and eligibility.

Registration Period

Dec 1, 2025 –
 Feb 8, 2026

Start Date

Feb 2, 2026
Assignments

Due weekly. Expect to spend 5-10 hours a week viewing recordings, reviewing feedback, and completing assignments

Prerequisites

Must have familiarity with 3D concepts and Substance Painter

Software
Substance Painter
Substance Designer
Maromoset Toolbag (for baking)

Course Content

Week 1Uvs and Baking
In week one, students will be provided with a pre-cut Model. On this Model, they will be packing the UVs with the goal of hitting the minimum target texel density by using techniques like mirroring, downscaling certain islands and upscaling others to capture high-density detail areas better. Both Models — high poly and low poly — will be unorganized. Students will be required to prepare them for Baking and import them in Marmoset Toolbag. After this, they will be creating Bakes there. The final Bakes must have no Baking errors and no skewed details caused from projecting it to a flat surface. The final part of this week will be the preparation of the Substance Painter scene for Texturing.
Week 2Texturing Preparations
In week two, students will be tasked with collecting references related to the provided Models and their materials. They will create an organized collection of them in PureRef. Secondly, one of their goals will be to create their own stencils for Texturing. They will also be encouraged, but not required, to go outside and take their own pictures and use them for creating stencils. Lastly, based on the collected references and their imagination, they will be making their own 2D graphic labels which will later be used in Substance Painter.
Week 3Painter Tools
In the third week, we will take an in-depth look at the various tools used for Texturing, including generators, filters, anchors, and other effects. Additionally, students will learn how to create simple custom filters in Substance Designer, which will be utilized later in Substance Painter.
Week 4Base Materials
In week four, students will learn how to organize their layers and folders in Substance Painter. This will help them orient themselves in complex files, with a substantial amount of material. They will also learn how to set up base materials as a solid foundation for further Texturing. They will learn about variation which is necessary for creating interesting Textures.
Week 5Texturing Approach
In week five, students will learn the importance of variation in their Textures and how to look for it in references. They will also build upon their base materials and learn how to start creating unique elements, through the combination of anchors and different effects.
Week 6Creating Uniqueness
In week six, students will start building more complex unique effects with the help of various grunges, stencils, filters, generators, anchors, and custom painting. They will be adding unique details, like peeling paint, leaky rust, height variation, unique scratches, and marks. Layering different effects and experimentation will be important during this course.
Week 7Unifying Textures
In week seven, students will finish up their Textures by adding overall dirt and grunge that will help unify the entire look of the asset. They will learn how to layer different types of dirt and how important it is to add some unique touches to break the uniformity of the asset. They will also be doing final adjustments before the final Renders.
Week 8Making Renders
The last week of the course will be dedicated to importing the Model and Textures into Marmoset Toolbag and setting up a scene for final Renders. Students will gain hands-on experience in setting up lights, cameras, and post-processing effects. They will also learn how to create a simple environment and experiment with various lighting scenarios within the same file to discover the most captivating results.

Course Content

Week 1
UV's and Baking
In week one, students will be provided with a pre-cut Model. On this Model, they will be packing the UVs with the goal of hitting the minimum target texel density by using techniques like mirroring, downscaling certain islands and upscaling others to capture high-density detail areas better. Both Models — high poly and low poly — will be unorganized. Students will be required to prepare them for Baking and import them in Marmoset Toolbag. After this, they will be creating Bakes there. The final Bakes must have no Baking errors and no skewed details caused from projecting it to a flat surface. The final part of this week will be the preparation of the Substance Painter scene for Texturing.
In week two, students will be tasked with collecting references related to the provided Models and their materials. They will create an organized collection of them in PureRef. Secondly, one of their goals will be to create their own stencils for Texturing. They will also be encouraged, but not required, to go outside and take their own pictures and use them for creating stencils. Lastly, based on the collected references and their imagination, they will be making their own 2D graphic labels which will later be used in Substance Painter.
In the third week, we will take an in-depth look at the various tools used for Texturing, including generators, filters, anchors, and other effects. Additionally, students will learn how to create simple custom filters in Substance Designer, which will be utilized later in Substance Painter.
Robin Mariančík
Senior 3D Artist

Robin Mariančík is a Senior 3D Artist at Sierra Division. He started out as a freelance artist with NVIDIA, working on projects like Digital Twins and Racer X, and now contributes to Counter Strike 2 and other exciting projects at Sierra Division.

His work has been featured in industry publications such as 80 Level and Games Artist. At Sierra Division Academy, Robin enjoys teaching AAA-quality workflows and practical techniques that help students build professional level skills.

Instructor's Gallery
Meet Your Instructor
Personalized Feedback

Get tailored feedback on every assignment from leading industry experts.

Flexible Learning

Learn from anywhere! Each program is designed to help you progress with confidence and purpose.

1-Year Course Access

Review course instructions and videos for a year after the course end date.

EXPERT GUIDANCE

Get feedback and guidance on every assignment from leading industry experts.

FLEXIBLE LEARNING

Learn from anywhere! Each program is designed to help you progress with confidence and purpose.

1-YEAR COURSE ACCESS

Review course instructions and videos for a year after the course end date.

Pricing

Budget-friendly courses and flexible payment plans let you focus on learning

Pay in four easy installments
$162.50

One-time Payment
$650

Pay in four easy installments

$162.50

One-time Payment

$650

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*Currently only available in the USA.