When texturing a weight-painted 3D model (used for rigging/deformations), follow standard workflows while preserving the existing weight maps. Weight maps control how vertices move (e.g., at character joints), so you can UV unwrap, paint colors, or use procedural textures like any model—just avoid accidental weight edits (e.g., lock weight layers in Blender/Maya). In Blender, switch to the "Texture Paint" workspace to separate texture work from weight data; this prevents unintended changes to rigging info. For complex rigs, test textures with model movements to ensure no unnatural stretching—critical for keeping textures aligned with deformations.
