Texture: Difference between revisions
Jump to navigation
Jump to search
(Clarification) |
No edit summary |
||
Line 1: | Line 1: | ||
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 are only ever accessed through an intermediate [[material]] with the | 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 are only ever accessed through an intermediate [[material]] with the exception of very few particular cases. | ||
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 height and facing in the color value of each pixel, or [[specular mask]]s, which determine the intensity of a [[specular]] reflection. | 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 height and facing in the color value of each pixel, or [[specular mask]]s, which determine the intensity of a [[specular]] reflection. |
Revision as of 12:36, 13 March 2011
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 only ever accessed through an intermediate material with the exception of very few particular cases.
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