Scientists are great at sorting. They look closely and ask: what shape is it? What colour? How big? How does it feel? Then they find out how things move when we push or pull them.
Sorting by properties
shape: round, square, long
colour: red, blue, green …
size: big, small
texture (how it feels): rough like sandpaper or a coconut husk, smooth like glass or a marble
Blocks can be sorted by shape, colour or size. How would you sort them? Photo: User:Ragesoss, CC BY-SA 3.0, via Wikimedia Commons.
Record it in a table
Object
Shape
Colour
Size
Texture
marble
round
blue
small
smooth
coconut
round
brown
big
rough
book
rectangle
red
big
smooth
sponge
rectangle
yellow
small
rough
Pushes and pulls
A push moves something away from you. A pull moves something towards you. Pushes and pulls are called forces.
A push or pull can make a thing …
Example
start moving
kicking a still football
stop
catching a ball
speed up
pushing a swing harder
slow down
pulling back on a dog’s leash
change direction
hitting a cricket ball with a bat
TRY ITSort it, move it
Choose a game. Tap your answer.
Let’s practise
Try each one. Then tap Show answer to check.
1. Name two things that feel rough.
Show answer
For example a coconut husk, sandpaper, tree bark, a rock.
2. Is opening a drawer a push or a pull?
Show answer
A pull.
3. Is closing a drawer a push or a pull?
Show answer
A push.
4. Name three things a push or pull can do to a moving thing.
Show answer
Any three: start it, stop it, speed it up, slow it down, change its direction.
5. Sort these by shape: ball, box, orange, book.
Show answer
Round: ball, orange. Box-shaped: box, book.
Quick check
1. A push moves something …
Show answer
Away from you.
2. What do we call pushes and pulls?
Show answer
Forces.
3. What word means how something feels?
Show answer
Texture.
Words to know
Say these words with a grown-up. Can you use each one in a sentence?
Texturing is the process of adding surface detail, colour and material qualities to a 3D model, so a grey mesh looks like wood, metal, cloth or stone. Colour and surface qualities are stored in a material, often using image files called textures that are wrapped onto the model with a UV map. Lighting is the placement of virtual lights in a 3D scene to make objects visible, show their form and create mood. The classic starting setup is three-point lighting: a key light, a fill light and a back light.
A material describes how a surface reacts to light. Modern game engines use physically based rendering (PBR) materials with a few key settings:
Property / map
What it controls
Example
Base colour (albedo)
The surface’s own colour, without lighting or shadows.
Red paint, brown wood grain.
Roughness
How rough or glossy the surface is.
Rough = chalky stone; smooth = polished metal or wet paint.
Metallic
Whether the surface behaves like metal.
Gold coins (metallic) vs a wooden crate (not).
Normal map
Fake small bumps and dents without extra polygons.
Wood grain, rivets, brick edges.
Emission
Makes the surface glow.
Lanterns, screens, magic crystals.
UV unwrapping
A UV map is a flattened version of a 3D model’s surface, like unfolding a cardboard box. U and V are the horizontal and vertical axes of the flat image (X, Y and Z are already used for 3D space). In Blender, you mark seams where the model should be “cut”, then choose UV › Unwrap. The flat UV layout can then be painted in any 2D art program or with Blender’s texture paint mode.
Figure 1 – UV unwrapping a cube: the 3D surface is cut along seams and laid flat, so a 2D texture (here a checker pattern) can be wrapped back onto the model. Image: Zephyris at English Wikipedia, CC BY-SA 3.0, via Wikimedia Commons.
Simple ways to colour game props
Flat colour materials: give each part its own coloured material. Quick and perfect for a clean low-poly style.
Palette texture: one small image with colour swatches; each face’s UVs are placed on a swatch. Many low-poly games use this, because one texture serves hundreds of props.
Hand-painted textures: paint light, shadow and detail directly into the base colour for a stylised look.
Photo-based or PBR textures: use openly licensed texture libraries (for example CC0 sites) for realistic surfaces.
Figure 2 – Stages of a game prop: wireframe mesh, plain grey model, flattened texture and the final hand-painted textured house. Image: Drummyfish, CC0, via Wikimedia Commons.
Part 2: Basic lighting for a 3D scene
Types of lights
Point light: shines in all directions from one point, like a light bulb or candle.
Sun (directional) light: parallel rays from far away; lights a whole outdoor scene evenly.
Spot light: a cone of light, like a torch or stage spotlight.
Area light: light from a surface such as a window or softbox; gives soft shadows.
Ambient / environment light: general light from the sky or surroundings that stops shadows from being completely black.
Three-point lighting
Key light: the main, brightest light, usually placed about 45° to one side of the camera and slightly above the subject. It defines the form and main shadows.
Fill light: a softer, dimmer light on the opposite side that lightens the shadows the key creates.
Back light (rim light): placed behind the subject, it outlines the edges and separates the subject from the background.
Figure 3 – A portrait lit with simple three-point lighting. The key light models the face, the fill softens the shadows and the back light separates the head from the background. The same setup works for 3D characters and props. Image: Robert Judge, CC BY 2.0, via Wikimedia Commons.
This official Blender Fundamentals video shows three-point lighting set up step by step in Blender:
Lighting in games
Game lighting must run in real time. Engines combine real-time lights (which can move and change) with baked lighting, where light and shadow are pre-calculated and stored in textures called lightmaps to save processing power. Light colour temperature also tells a story: warm orange light for evening or firelight, cool blue for moonlight or tension.
Example
A student textures the treasure chest from the previous lesson. She marks seams around the lid and base, unwraps the model and paints a simple texture: brown wood planks with darker lines between them and golden metal bands. In the material, she sets the bands to metallic with low roughness so they shine, and the wood to high roughness. For the scene, she adds a warm key light from the front-left, a dim cool fill from the right and a strong back light behind the chest so its outline glows, then renders a portfolio image.
Exercise
Give a model three flat-colour materials with different roughness and metallic settings. Describe how each looks under the same light.
Mark seams, unwrap a simple prop and apply a checker texture to check for stretching; then paint or apply a real texture.
Set up three-point lighting around your prop. Render three images: key only, key + fill, and key + fill + back. Compare them.
Relight the same scene for two moods – a sunny afternoon and a spooky night – by changing light colours, strengths and positions.
Syllabus link: This post is relevant to the CAPE® Animation and Game Design Syllabus, Unit 2: Interactive Design and Game Development, Module 3: Animation for Games – Specific Objective 6 (“apply texture and colour to 3D Object”); Specific Objective 7 (“use basic Lighting for 3D scene”).