Model And Material Variation

Game environments rely heavily on the use of textures and materials to construct immersive and believable virtual spaces. However, a lack of systematic exploration into how different material mappings influence user perception and engagement has limited the development of more effective design methodologies. This research investigates new approaches to analysing and applying texture detail as a means of enhancing game experience. By testing variations of texture maps applied to the same 3D models, this project aims to identify how material differences affect atmosphere, visual realism, and player immersion.

Using a purpose-built street scene created in MAYA and textured through Substance Painter, the study develops a framework for comparing texture resolutions, styles, and mapping techniques. The workflow designed throughout this research is documented so it may be replicated or extended by other developers and researchers, thereby contributing to the growing field of visual fidelity in virtual environments.

The final outcomes include a series of environment models presented with multiple texture variants. Each variant is paired with digital evaluation resources that illustrate how material quality impacts engagement and perception. These resources incorporate annotated visual comparisons, texture guidelines, rendered animations, and interactive scene walkthroughs that showcase the role of material detail in shaping player experience.

This work contributes to a deeper understanding of blended design and experimental methodologies in game development, encouraging more refined approaches to texture application. Ultimately, it seeks to support the creation of engaging and aesthetically meaningful virtual environments, while providing a foundation for future studies on the psychological and perceptual effects of materials in digital spaces.

MAYA 1

MAYA 2

MAYA 3

MAYA 4

Texture Variation –Cartoon

Cartoon-Based Texture Experimentation in Game Environments
This project explored the application of cartoon-style textures within a small-scale 3D environment. Using MAYA, I modelled a simple street scene and applied base cartoon material textures created and customised in Substance Painter. The textures were designed to simplify surface detail, using stylised colour palettes and bold outlines to emphasise form over realism. This approach allowed me to evaluate how non-photorealistic materials influence player perception, atmosphere, and immersion compared to realistic textures. Although challenging, the project was highly rewarding as it demonstrated how stylistic texture design can create a distinctive visual identity and open new possibilities for game environment aesthetics.

Cartoon version 1

Cartoon version 2

Texture Variation — Semi-Realistic

Semi-Realistic Texture Experimentation in Game Environments
This project focused on applying semi-realistic textures to a 3D street scene in order to strike a balance between stylisation and realism. Using MAYA for modelling and Substance Painter for texturing, I designed materials that retained surface detail while simplifying colour schemes and lighting effects to maintain a more artistic aesthetic. The semi-realistic textures allowed the environment to appear convincing without being overly detailed, thus preserving clarity and visual coherence. This approach provided valuable insights into how moderate levels of realism can enhance atmosphere while still supporting creative stylisation in game environments.

Stylised Realism 1

Figure 1: Street Scene with Applied Texture Variations The image above illustrates a segment of the 3D street scene created in MAYA and textured within Unity, forming part of the experimental environment for this study. The scene demonstrates how different types of textures have been mapped onto identical architectural models to evaluate their effect on atmosphere and player perception. In this iteration, stylised materials with exaggerated brick patterns, simplified surface details, and high-contrast colour palettes have been applied to building façades and street elements. These textures do not aim for photorealism; instead, they adopt a semi-stylised aesthetic that emphasises bold forms and clear readability. This approach allows for a comparative analysis of how varying levels of realism—from cartoon-like simplifications to photorealistic surface fidelity—affect the sense of immersion and engagement. By situating identical 3D structures under different material treatments, the project investigates whether texture fidelity serves as a determinant of visual experience in game environments, and to what extent stylisation alters player interpretation of space, mood, and realism.

Stylised Realism 4

Stylised Realism 3

Stylised Realism 2

The image depicts a section of the experimental 3D street scene constructed in MAYA and rendered in Unity, serving as part of the research environment. In this version, the buildings and street elements are mapped with stylised textures, characterised by bold outlines, repetitive brick patterns, and simplified colour contrasts. Unlike photorealistic materials, these textures emphasise form and visual clarity over fine detail, resulting in a more cartoon-like aesthetic.

Texture Variation –Realistic

This project explored the use of photorealistic textures to create a highly immersive and lifelike game environment. Using MAYA for structural modelling and Substance Painter to generate detailed textures from high-resolution photographic references, I applied realistic surface materials to a 3D street scene. These textures included natural imperfections such as scratches, weathering, and surface roughness, which contributed to a sense of authenticity and depth. The photorealistic approach was technically demanding but ultimately rewarding, as it demonstrated how high-fidelity materials can significantly increase the sense of presence and immersion in a virtual environment.

SP 2

The image presents a 3D street scene created in MAYA and rendered in Unity, showcasing the application of photorealistic textures. In this version, surface materials such as concrete walls, asphalt roads, signage, and the vending machine are designed using high-resolution photographic references. These textures incorporate realistic details including wear, stains, and brand-specific imagery, resulting in a highly authentic representation of an urban environment. The photorealistic approach aims to maximise immersion and presence, replicating the visual qualities of real-world streets with minimal abstraction. Within the framework of this study, the scene demonstrates how high-fidelity materials contribute to a stronger sense of realism and potentially heighten player engagement compared to stylised or semi-realistic alternatives. By juxtaposing this version with lower-fidelity representations, the research evaluates how different levels of texture realism shape users’ perceptual, emotional, and experiential responses to virtual environments.

Conclusion And Expected Contributions

Conclusion:

Research direction: Texture detail as a critical factor in game design.
Ongoing work: User evaluation of perception and engagement.
Long-term goal: Develop guidelines for material application in immersive environments

Expected Contributions:

Clarifies the role of texture fidelity in visual experience.
Provides practical guidance for game designers on material selection.
Contributes to academic discussions of immersion, engagement, and player perception.

(My findings will help developers make informed design choices when deciding between stylised, semi-realistic, and photorealistic approaches.)

YouTube Video

My research investigates how different levels of texture detail—stylised, semi-realistic, and photorealistic—influence player engagement and visual experience in game environments. Using a 3D street scene created in MAYA and textured in Substance Painter, I compare how material fidelity shapes atmosphere, immersion, and user perception. The study aims to provide both academic insights into the role of visual fidelity and practical guidelines for game designers when choosing texture styles to enhance player experience.