Skinning: Difference between revisions

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[[Category:Modeling]]
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 applying a texture to a Unwrapped model. This adds color, texture and looks to a model.


[[Shader]]s can be applied to the skin or [[Texture]]
*''Skinning'' is sometimes used to refer to linking a Mesh to its [[Skeleton]], although ''[[Enveloping]]'' is the preferred term for this.


Current Textures and Skin sizes are:
* 16 pixels
* 32 pixels
* 64 pixels
* 128 pixels
* 256 pixels
* 512 pixels
* 1024 pixels
* 2048 pixels
Only those sizes are currently usable in hl2 engine.
'''Examples'''


* Example1: 512 by 512
== External links ==
* Example2: 512 by 1024
* [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]]
== Utilities ==
* [http://www.adobe.com/products/photoshop/main.html Adobe Photoshop]—Most used program in skinning.
* [http://nemesis.thewavelength.net/index.php?c=154#p154 VTFphotoshop Plugin]— Great tool for photoshop users.
* [http://nemesis.thewavelength.net/index.php?c=149#p149 VTFEdit, VTFLib]—Common source tool.
* [[VTFTool]]—This tool is used for easy conversion of TGA to VTF or VTF to TGA.

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.