Texturing & Look Development
PBR materials, hero shaders, tileable libraries. Photoreal PBR texturing — Substance graphs, hand-painted detail, scanned PBR, custom shader networks, and look-dev calibration against reference imagery.
What this service is
Photoreal PBR texturing — Substance graphs, hand-painted Mari detail, scanned PBR libraries, custom shader networks. Calibrated against macro reference imagery under controlled lighting.
Pricing context
USA texture artists (senior): $110–$220/hr. EU mid-tier: €65–€130/hr. DARK: $42–$85/hr — PBR-calibrated, AAA-game ready.
How the price is formed
How we run it · 5 stages
Reference
Day 1Macro photography of the real material under controlled lighting. Color reference cards. Material bible if there is one.
UV & layout
Day 2–3UV unwrap or import client UVs. Texel density verification across the asset.
Substance graphs
Day 4–8Procedural Substance graphs or hand-painted Mari layers. Variation, age, wear, customisable parameters.
Shader build
Day 9–12Shader network in client engine (Unreal, Unity, Arnold, V-Ray, Octane). Lookdev under multiple HDRIs.
Delivery
Final daysTexture set (PBR maps, 2K–8K), Substance file, shader file, lookdev render package.
Tools & technology
Substance Painter + Designer
Industry standard for PBR authoring. We ship at 4K/8K with full 8-channel PBR — base, normal, rough, metal, AO, height, emissive, mask.
Mari
VFX-grade hero asset texturing — UDIM workflows, projection painting, film-pipeline ready.
ZBrush polypaint
Hand-painted detail where procedural can't get there — skin pores, hand-scribed surface stories.
Marmoset Toolbag (lookdev)
Real-time shader validation — what you see in Marmoset matches Unreal/Unity 1:1.
What you receive
- Hero textures
- Tileable libraries
- Shader networks
Stack
Related portfolio work
Start a texturing & look development project
Reply within 24 hours · fixed quote within 48 hours · NDA standard.




