Texturing Services
Surfaces tell the object's history, or they look like a render.
Texturing authors the colour, roughness, metalness, normal and displacement data that make geometry read as a real material. At Fuke's Media LLP, texturing services sits inside a single end-to-end visual production pipeline, so the same team that plans a shot can also finish it — no handoffs between disconnected vendors, no version drift, no surprises in the final conform.
Clean, unworn surfaces are the single most common reason CG fails to sit in a photographed plate. That is why production houses, OTT commissioners, agencies and brands bring this scope to a specialist partner instead of absorbing it in-house: dedicated artists, predictable turnaround, and a review loop that keeps the director in control of every frame.
We build procedural, resolution-independent material graphs so textures can be re-exported for any target resolution or renderer. Every project starts with a technical breakdown — plate audit, colour pipeline, resolution and frame-rate targets, delivery specs — before a single artist is assigned. Shots are tracked individually through 4 production stages, and each stage has a named owner and an approval gate.
Texture sets are reviewed under multiple HDRIs and checked for seams, tiling artefacts and colour-space correctness. Deliverables leave the studio only after an internal QC pass covering UDIM PBR texture sets, Substance source graphs, Renderer-specific material setups and any client-specific delivery template. Where a project needs it, we work directly inside the client's own naming convention, folder structure and review platform.
Surfaces tell the object's history, or they look like a render. Whether the scope is a handful of hero shots or a full-season episodic volume, the workflow scales the same way — the same pipeline, the same QC, the same single point of contact from bid to final delivery.
Material breakdown: Reference-driven list of every material on the asset.
Base materials: Procedural PBR base built in Substance.
Story detail: Wear, dirt, damage and edge history added by hand.
Export & validation: UDIM export per renderer with HDRI review.
Use case: Hero prop and vehicle surfaces
Use case: Character skin and costume
Use case: Product finishes and packaging
Use case: Environment material libraries
Deliverables: UDIM PBR texture sets; Substance source graphs; Renderer-specific material setups; Turntables.
What texture resolution do you deliver? Typically 4K per UDIM for film, scaled to budget for real-time targets.
Can you match a physical product sample? Yes — with photographs under controlled light, or the sample itself where available.
Do you provide materials for Unreal? Yes, packed and channel-optimised for real-time.