Skinning: Difference between revisions
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== | In Source, '''Skinning''' - also known as ''[[UV mapping]]'' or ''[[Texture mapping]]'' - is the process of aligning each polygon of the [[Mesh]] to a specific area of its 2D [[Skin]] - or vice versa. The resulting '''Skinning data''' or ''[[UV map]]'' is simply a pair of UV coordinates for each and every Vertex in the Mesh. The Rendering Engine uses this Mesh data and a [[Skin.vmt]] file to render the Skin's pixel-surface in 3 dimensions. | ||
*''Skinning'' is sometimes used to refer to linking a Mesh to its [[Skeleton]], although ''[[Enveloping]]'' is the preferred term for this. | |||
== External links == | |||
* [http://www.sourceblog.org/ Sourceblog] - a great resource for tutorials and information on skinning. | |||
* [http://www.adobe.com/products/photoshop/main.html Adobe Photoshop] - the most used program in skinning. | |||
[[Category:Source]][[Category:Modeling]][[Category:Glossary]] |
Latest revision as of 19:35, 8 April 2023
In Source, Skinning - also known as UV mapping or Texture mapping - is the process of aligning each polygon of the Mesh to a specific area of its 2D Skin - or vice versa. The resulting Skinning data or UV map is simply a pair of UV coordinates for each and every Vertex in the Mesh. The Rendering Engine uses this Mesh data and a Skin.vmt file to render the Skin's pixel-surface in 3 dimensions.
- Skinning is sometimes used to refer to linking a Mesh to its Skeleton, although Enveloping is the preferred term for this.
External links
- Sourceblog - a great resource for tutorials and information on skinning.
- Adobe Photoshop - the most used program in skinning.