Texture Artists author the surface details that make 3D geometry look like real materials — painting albedo, roughness, metalness, normal, AO, and emissive maps in Substance Painter and Mari to PBR specifications that look correct under any lighting condition. In India, the role clusters at DNEG (Mumbai/Bengaluru/Chennai), MPC India, Prime Focus, Technicolor India, Lakshya Digital (Pune/Gurgaon), Ubisoft Pune, and EA Hyderabad — servicing film pipelines (Dune, Mission Impossible, Avengers) and AAA games (Far Cry, GTA, FIFA) from the same city hubs. The craft splits hard between game texturing (Substance Painter, strict VRAM budgets, UDIM workflows for hero assets, Unreal 5 master material compatibility) and film texturing (Mari multi-tile UDIM paint, ptex, ACES colour management, offline-render shader calibration in Arnold or V-Ray with the look-dev team). Both tracks require mastery of map-baking — normal, AO, curvature, height, and position maps baked from high-poly geometry in Marmoset Toolbag or Substance Painter — so the texturing pass starts from accurate, artefact-free baked data.