Sorting Things, Pushes and Pulls – Infants 2 Science

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
Wooden blocks of many shapes and colours
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

ObjectShapeColourSizeTexture
marbleroundbluesmallsmooth
coconutroundbrownbigrough
bookrectangleredbigsmooth
spongerectangleyellowsmallrough

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 movingkicking a still football
stopcatching a ball
speed uppushing a swing harder
slow downpulling back on a dog’s leash
change directionhitting 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?

sort · shape · colour · size · texture · rough · smooth · push · pull · force · direction

Try it at home

  • Empty a drawer of safe objects. Sort them three different ways: by colour, by size, by texture.
  • Play marbles or roll a ball. Can you make it start, stop and change direction?
  • Make a list of pushes and pulls you do from waking up to going to school.

For parents and teachers

After this lesson, your child should be able to:

  • sort objects by shape, colour, size and texture
  • tell whether an action is a push or a pull
  • explain how a push or pull can make an object start, stop, speed up, slow down or change direction

Previous: Healthy Food: The Six Food Groups
Next: Homes in Water and on Land

Attributions to media used in this post:

Child playing with unit blocks.jpeg – User:Ragesoss – CC BY-SA 3.0 (via Wikimedia Commons)

© 2026 Vedesh Kungebeharry. All rights reserved.

Basic 3D Texturing, Colour and Lighting (UV Maps, Materials and Three-Point Lighting)

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.

This lesson continues from 3D Modelling for Beginners: Create Game Props and Assets With the Extrude Tool. For colour choices, revisit Colour Theory for Game Design and Animation.

Part 1: Applying texture and colour

Materials

A material describes how a surface reacts to light. Modern game engines use physically based rendering (PBR) materials with a few key settings:

Property / mapWhat it controlsExample
Base colour (albedo)The surface’s own colour, without lighting or shadows.Red paint, brown wood grain.
RoughnessHow rough or glossy the surface is.Rough = chalky stone; smooth = polished metal or wet paint.
MetallicWhether the surface behaves like metal.Gold coins (metallic) vs a wooden crate (not).
Normal mapFake small bumps and dents without extra polygons.Wood grain, rivets, brick edges.
EmissionMakes 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.

A checkered cube shown in stages from 3D to an unfolded flat cross shape
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.
Four views of a small 3D house: wireframe, grey model, texture sheet and fully painted version
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

  1. 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.
  2. Fill light: a softer, dimmer light on the opposite side that lightens the shadows the key creates.
  3. Back light (rim light): placed behind the subject, it outlines the edges and separates the subject from the background.
Photographic portrait of a young man lit from the side with soft shadows and a bright edge on his hair
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

  1. Give a model three flat-colour materials with different roughness and metallic settings. Describe how each looks under the same light.
  2. Mark seams, unwrap a simple prop and apply a checker texture to check for stretching; then paint or apply a real texture.
  3. Set up three-point lighting around your prop. Render three images: key only, key + fill, and key + fill + back. Compare them.
  4. Relight the same scene for two moods – a sunny afternoon and a spooky night – by changing light colours, strengths and positions.

Next: Persistence of Vision, Simple 2D Movement and the Bouncing Ball Timing Exercise

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”).

Attributions to media used in this post:

Cube Representative UV Unwrapping.png – Zephyris at English Wikipedia – CC BY-SA 3.0 (via Wikimedia Commons)

Hand-painted house 3D model stages.png – Drummyfish – CC0 (via Wikimedia Commons)

Portrait with simple three-point lighting, by Robert Judge.jpg – Robert Judge – CC BY 2.0 (via Wikimedia Commons)

© 2026 Vedesh Kungebeharry. All rights reserved.