In Source, a Reference mesh (sometimes body, envelope or skin) defines some or all of a model's rendered geometry and its skeleton. A model needs at least one reference mesh or it will not be visible in the world and will not be able to animate properly.
- UV maps
- The UV map defines how the mesh's material is deformed to fit it.
- Levels of detail
- A reference mesh is commonly replaced by lower-detail meshes at distances with
$lodto improve performance. See LOD Models.
- A reference mesh is enveloped to the bones of a model's skeleton to allow for animation.
- Weight maps
- See weight map.
There are three QC commands related to reference meshes: