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Tesser Spaceship | Texture & Material Workflow Breakdown

Tesser — an example of texture and material workflow for Empire: Peripheral Wars, a sci-fi strategy game by Corris Studio.

My task was to create the asset’s final textured look: UV adaptation, donor texture reworking, material setup, shader-assisted processing, baking the final maps, and preparing Blender renders.

The workflow was built around reusing existing ship textures. Donor textures were separated into individual components, then a custom shader assembled them into a new material, adding dirt, wear, offsets around panels, and generating a map set for all channels.

This approach was used across a series of ships in the project: 15 ships were textured this way in total.

My role: UV adaptation, texture/material edits, shader-assisted texture processing, baked texture maps, Blender presentation renders.
Ship geometry: Karanak.
Donor textures: existing Corris Studio ship textures by Daria Bagrova.
Project: Corris Studio | Empire: Peripheral Wars.

UV placement and local material edits during texturing