Texture: Difference between revisions
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*[[Creating a Material]] (including texture creation) | *[[Creating a Material]] (including texture creation) | ||
*[[Applying Textures]] (in [[Hammer]]) | *[[Applying Textures]] (in [[Hammer]]) | ||
*[[UV mapping]] | *[[UV mapping]] |
Revision as of 14:02, 19 December 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 are in all but a very small minority of cases 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 height and facing in the color value of each pixel, or specular masks, which determine the intensity of a specular reflection.
Tutorials
- Creating a Material (including texture creation)
- Applying Textures (in Hammer)
- UV mapping