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A well-defined art style, whether realistic, stylized, or pixel-based, guides asset complexity, rendering performance, and development timelines. Texturing defines how surfaces interact with light, whether through hand-painted styles (ideal for stylized games) or procedural texturing (for realistic environments).
As we can see, in Deferred Rendering, the calculation of a pixel’s color is uniformly performed in the lighting phase. Since the calculation is all done in the lighting phase, the pixels of the hidden parts of the models have already been discarded by depth testing, greatly avoiding unnecessary computations and thus improving performance.
If they don’t create textures themselves, 3D modelers will work especially closely with texture artists and look development artists (aka surfacing artists) who will add realism and detail to their model through texturemaps and shaders. They may also be required to use software that processes scans and photogrammetry.
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