Texture Artist

Texture and material work on game assets: painting surfaces, building PBR material libraries and keeping the look consistent across an art team.

Postings for this role ask for procedural material creation in Substance 3D Designer and hand-painted work in Substance Painter, plus Photoshop for maps and fixes. Expect to be at home in at least one modelling package, usually Maya, Blender or 3ds Max, because materials are built against the mesh and its UVs. Colour theory, physically based rendering and an understanding of what a renderer does with your values are standard requirements, and photogrammetry or scanned data shows up wherever the target is photorealism.

The work is judged by a portfolio of game-ready textures rather than by rendered beauty shots: tiling sets, decals, atlases and trim sheets that hold up under the engine's lighting and inside a memory budget. Senior briefs add material libraries for a whole production, documentation and mentoring.

Modelling and sculpting belong to the 3D Artist, shaders and pipeline tooling to the Technical Artist. A Texture Artist sits between them and owns how a surface reads.

Where these positions are: Bielsko-Biała (2 positions)

Texture Artist profiles (2)

Rami Hussein

3D Game Artist (Hard Surface Modeling, Texturing, Visualisation)

München, Junior

Emilia Leonie Engelbach

Concept Artist/ Tech Artist

Hamburg (DE), Student
All talent for Texture Artist