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In Source, Skinning - also known as UV mapping or Texture mapping - is the process of aligning each polygon of the Mesh to a specific area of its 2D Skin - or vice versa. The resulting Skinning data or UV map is simply a pair of UV coordinates for each and every Vertex in the Mesh. The Rendering Engine uses this Mesh data and a Skin.vmt file to render the Skin's pixel-surface in 3 dimensions.

  • Skinning is sometimes used to refer to linking a Mesh to its Skeleton, although Enveloping is the preferred term for this.

External links

  • Sourceblog - a great resource for tutorials and information on skinning.
  • Adobe Photoshop - the most used program in skinning.