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Dinesh
Dinesh

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Texturing and Sculpting Finally Made Sense to Me

My models looked correct, but something felt off. The surface looked flat and unrealistic. That’s when I realized textures and sculpting matter more than I thought.

This post is part of my daily learning journey in game development.

I’m sharing what I learn each day — the basics, the confusion, and the real progress — from the perspective of a beginner.

On Day 29 of my game development journey, I learned about texturing basics and sculpting fundamentals.


What I tried / learned today

I learned that proper texturing needs multiple texture maps to look realistic.

I explored common maps like:

  • Diffuse (Base Color)
  • Specular
  • Normal
  • Ambient Occlusion (AO)
  • Displacement

I understood that a Normal map adds surface detail without adding extra geometry. Compared to that, a Bump map only fakes depth and looks less realistic.

I used a normal map generator to create maps quickly. I also learned that AmbientCG is a good source for free, PBR-ready textures.

On the sculpting side, I learned that sculpting depends heavily on vertex count. More vertices allow finer details.

I explored different sculpting brushes and learned:

  • Brush size controls the affected area
  • Brush strength controls how strong the effect is

What confused me

At first, I was confused about:

  • When to use each texture map
  • The real difference between bump and normal maps
  • Why sculpting looks bad on low-poly meshes
  • Which texture maps are actually required

Displacement maps also confused me because they change the mesh shape instead of just shading it.

What worked or finally clicked

I finally understood that:

  • Normal maps fake detail without adding vertices
  • Bump maps are very basic compared to normal maps
  • Sculpting needs enough geometry to work properly
  • Brush size and strength must be balanced

Good textures can improve visuals without hurting performance.

One lesson for beginners

  • Not all detail needs geometry
  • Normal maps are more powerful than bump maps
  • Sculpting needs enough vertices
  • Start with low brush strength
  • Good textures help save performance

Slow progress — but I’m building a strong foundation.

If you’re also learning game development,

what was the first thing that confused you when you started?

See you in the next post 🎮🚀

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