Texture: Difference between revisions

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{{mergeto|VTF}}
{{mergeto|VTF}}
A '''texture''' is an image applied to a 2D or 3D surface to give it color or additional visual detail. Textures applied to 3D models are frequently called ''skins''. While textures are typically thought of in terms of their application to 3D geometry or models, the images used to create buttons, icons, and other surfaces for a [[GUI]] are also often referred to as textures.
In Source a '''[http://en.wikipedia.org/wiki/Texture_%28computer_graphics%29 Texture]''' is a part of a [[Material]] that is [[UV map|mapped]] onto the surface of a 2D or 3D Mesh to give it color or additional visual detail. <!--Textures applied to 3D models are frequently called ''skins'' -- in Source : a Skin is definitely a VMT.--> Whilst textures are typically thought of in terms of their application to 3D geometry or models, Source [[HUD]] graphics also make use of the [[Valve Texture Format]].


For more information about how textures are implemented in the [[Source]] engine, see [[material]]. For information about Valve's proprietary texture format, see [[VTF]]. See [[shader]] for information about applying shaders to textures using materials.
For more information about how textures are used in the [[Source]] games, see [[Material System]].  
 
<!-- Sorry to be brutal, but this Wiki is about the Source System. If you want to comment on general uses of "Texture" in computer graphics, you should post to the Wikipedia article instead. I've given that link top billing for you ;-) bwx -->
A good source of additional information about textures can be found in the [http://en.wikipedia.org/wiki/Texture_%28computer_graphics%29 Texture mapping] article at the Wikipedia.


== Tools and Plugins ==
== Tools and Plugins ==
* [http://www.spiralgraphics.biz/gen2tour/index.htm Genetica] - A commercial seamless texture editor. Creates tiling textures of all material types.
* [http://www.spiralgraphics.biz/gen2tour/index.htm Genetica] - A commercial seamless texture editor. Creates tiling textures of all material types.
* [http://nemesis.thewavelength.net/index.php?c=154#p154 VTF Plug-in for Photoshop] - adds VTF format support to Photoshop (6.0+).
* See also [[Valve Texture Format#Utilities| VTF Utilities]]


== See also ==
== See also ==
* [[Applying Textures]]
* [[Applying Textures|Applying Textures to Brushes in Hammer]]
* [[VTF|diffuse map]] or color map
* diffuse map or color map ([[$basetexture]])
* [[Normal Maps|normal map]] (bump)
* [[Normal Maps|normal map]] ([[$bumpmap]])
* [[Parallax mapping|parallax mapping]]
* specular map ([[$envmapmask]])
* [[%24envmapmask|specular map]]
* luminosity map ([[$selfillum]])
* [[Cubemap|cubemap]]
* opacity map ([[$translucent]])
* [[Mipmap|mipmap]]
* [[parallax mapping]]
* [[cubemap]]
* [[mipmap]]


== External links ==
* [http://en.wikipedia.org/wiki/Texture_%28computer_graphics%29 Texture mapping] article at Wikipedia.


[[Category:Glossary]]
[[Category:Glossary]]
[[Category:Material System]]
[[Category:Material System]]

Revision as of 21:04, 27 April 2008

Merge-arrows.png
It has been suggested that this article or section be merged into VTF. (Discuss)

In Source a Texture is a part of a Material that is mapped onto the surface of a 2D or 3D Mesh to give it color or additional visual detail. Whilst textures are typically thought of in terms of their application to 3D geometry or models, Source HUD graphics also make use of the Valve Texture Format.

For more information about how textures are used in the Source games, see Material System.

Tools and Plugins

  • Genetica - A commercial seamless texture editor. Creates tiling textures of all material types.
  • See also VTF Utilities

See also