Texture: Difference between revisions
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A [[texture]] is a two-dimensional [[Wikipedia:Raster graphics|raster]] image in the context of a game engine. Textures in Source are stored in the [[Valve Texture Format]], and in all but a very small minority of cases are only ever accessed through an intermediate [[material]]. | |||
While the most common type of texture is the [[albedo]], there are many different uses for raster images in modern game engines. For instance [[bump map]]s, which encode three-dimensional information in the color value of each pixel, or [[specular mask]]s, which determine the intensity of a [[specular]] reflection. | |||
== Tutorials == | == Tutorials == | ||
== | *[[Applying Textures]] (in [[Hammer]]) | ||
* [ | *[[UV mapping]] | ||
== See also == | |||
*[[Material]] | |||
*[[Valve Texture Format]] | |||
*[[VTFEdit]] | |||
*[[VTF Shell Extensions]] | |||
[[Category:Glossary]] | [[Category:Glossary]] | ||
[[Category:Material System]] | [[Category:Material System]] |
Revision as of 12:18, 12 July 2008
A texture is a two-dimensional raster image in the context of a game engine. Textures in Source are stored in the Valve Texture Format, and in all but a very small minority of cases are only ever accessed through an intermediate material.
While the most common type of texture is the albedo, there are many different uses for raster images in modern game engines. For instance bump maps, which encode three-dimensional information in the color value of each pixel, or specular masks, which determine the intensity of a specular reflection.