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− | __NOTOC__
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− | * Return to [[Polycount|Main Page]]<br> Return to [[Category:Primer]]
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− | = Category: Texturing =
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− | == Texture types for game assets ==
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− | * ["Ambient Occlusion Map"]
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− | * ["BRDF Map"]
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− | * ["Clip Map"]
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− | * ["Cube Map"]
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− | * ["Detail Map"]
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− | * ["Diffuse Map"]
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− | * ["Diffusely Convolved Cube Map"]
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− | * ["Emissive Map"]
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− | * ["Height Map"]
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− | * ["Light Map"]
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− | * ["Mip Map"]
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− | * ["Normal Map"]
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− | * ["Opacity Map"]
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− | * ["Parallax Map"]
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− | * ["Specular Color Map"]
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− | * ["Specular Power Map"]
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− | * ["Spherical Environment Map"]
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− | * ["Vertex Color"]
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− | Also see Leigh Van Der Byl's [http://www.leighvanderbyl.com/pdf/texturing.pdf PDF overview of mapping types].
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− | == Game texture formats ==
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− | * [http://en.wikipedia.org/wiki/3Dc 3Dc] = AMD compressed normal map format.
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− | * ["DDS"] = Microsoft '''D'''irect '''D'''raw '''S'''urface formats.
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− | * ["PVR"] = Imagination Technologies' '''P'''ower'''VR''' formats.
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− | [[Anchor(TT)]]
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− | == Texture Tutorials ==
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− | [[Anchor(TTAT)]]
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− | === Texture Techniques & Tips ===
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− | * [http://boards.polycount.net/showthread.php?t=56709 Photoshop CS4 3D Painting]
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− | * [http://boards.polycount.net/showthread.php?t=65262 Better sharpening in Photoshop] using High Pass and Smart Sharpen
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− | * ["Painting Across Seams"]: solutions for fixing seams when 2D textures are used with 3D models.
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− | [[Anchor(HT)]]
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− | === Handpainted Textures ===
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− | * [http://www.tmhunt.com/pics/wood_tute.jpg Hand painting wood] - by ''[http://www.tmhunt.com/ Tracy "TmHunt" Hunt]''
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− | * [http://ericchadwick.com/img/ericchadwick_wood_timelapse.gif Wood timelapse GIF] - by ''[http://ericchadwick.com Eric Chadwick]''
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− | * [http://www.teamfortress.com/contribute/tips.php Team Fortress 2 - Contribute!] - by ''[http://www.valvesoftware.com/ Valve Corporation]''
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− | * Return to [[Polycount|Main Page]]<br> Return to [[Category:Primer]]
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