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.


'''Skinning''' is applying a texture to an unwrapped model. This adds color, texture and modifies the overall appearance of a model. Sometimes skinning is also used to refer to linking the model to its skeleton, although ''rigging'' is the proper term for that.


== External links ==
== External links ==
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[[Category:Modeling]]
[[Category:Modeling]]
[[Category:Modelling Glossary]]

Revision as of 07:22, 2 May 2008

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.