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 with a very few exceptions are only accessed through an intermediate [[material]]. | 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 with a very few exceptions are only 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 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 [[$envmapmask|specular mask]]s, which determine the intensity of a [[$envmap|specular]] reflection. | ||
== Tutorials == | == Tutorials == | ||
*[[Creating a Material]] (including texture creation) | * [[Adapting PBR Textures to Source]] | ||
*[[Applying Textures]] (in [[Hammer]]) | * [[Creating a Material]] (including texture creation) | ||
*[[UV mapping]] | * [[Applying Textures]] (in [[Hammer]]) | ||
* [[UV mapping]] | |||
== See also == | == See also == | ||
*[[Material]] | * [[Material]] | ||
*[[Valve Texture Format]] | * [[Valve Texture Format]] | ||
*[[VTFEdit]] and [[VTF Shell Extensions]] | * [[VTFEdit]] and [[VTF Shell Extensions]] | ||
* [[Material Download Sites]] | * [[Material Download Sites]] | ||
[[Category:Glossary]] | [[Category:Glossary]] | ||
[[Category:Material System]] | [[Category:Material System]] |
Revision as of 09:01, 1 August 2019
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 with a very few exceptions are only 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
- Adapting PBR Textures to Source
- Creating a Material (including texture creation)
- Applying Textures (in Hammer)
- UV mapping