Difference between revisions of "Category:Texturing"

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(texture formats in runtime vs. not)
(category summary, popular types section, texture formats summaries)
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__NOTOC__
 
 
= Category Texturing =
 
= Category Texturing =
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This is a list of textures used in games, the texture maps that are used as visual layers in game shaders, the texturing techniques that are used to create these maps, and the file formats that are used to store them.
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== Popular Texture Types ==
 
For game assets the most commonly used texture types are Diffuse, Emissive, Normal, Opacity, and Specular Color. However the types you use will be dictated by the asset itself, and the Art Direction for the project.  
 
For game assets the most commonly used texture types are Diffuse, Emissive, Normal, Opacity, and Specular Color. However the types you use will be dictated by the asset itself, and the Art Direction for the project.  
  
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== Texture Formats ==
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== Texture Techniques ==
Texture file formats come in two basic categories: those that are used at runtime (in-game), versus those that are not.
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[[Category:TextureTechnique]] pages:
  
[[Category:TextureFormatRuntime]] pages:
 
  
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See also:
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* [[2D Tutorials]]: Painting and texturing tutorials.
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* [[Category:Environment#EC|Environment Concepting]]: Tutorials about concept art for environments.
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* [[Category:Environment#ET|Environment Texturing]]: Tutorials for creating environment textures.
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* [http://boards.polycount.net/showthread.php?t=65614 Painting Tutorials]: Polycount forum thread with lots of links to painting tutorials.
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* [http://www.leighvanderbyl.com/pdf/texturing.pdf Texturing for Dummies]: A PDF overview of texturing and texture types.
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* [http://www.cambridgeincolour.com/tutorials/photoshop-curves.htm Using the Photoshop Curves Tool]: Exactly how the Curves tool works, very informative!
  
[[Category:TextureFormat]] pages:
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== Texture Formats ==
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Texture file formats come in two basic categories: those that are used at runtime (in-game), versus those that are used by artists in general but have to be converted to be used "live" in-game. Two of the main reasons for conversion are to reduce memory load and to work well with [[MipMap|filtering]].
  
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[[Category:TextureFormatRuntime]] is for file formats used in-game:
  
== Texture Techniques ==
 
[[Category:TextureTechnique]] pages:
 
  
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[[Category:TextureFormat]] is for general-use file formats:
  
{| border="1" cellpadding="2" cellspacing="0"
 
|<#000000>| [[2D Tutorials]]
 
|-
 
|<#000000>| [[Decal]]
 
|-
 
|<#000000>| [[Edge Padding]]
 
|-
 
|<#000000>| [[Category:Environment#EC|Environment Concepting]]
 
|-
 
|<#000000>| [[Category:Environment#ET|Environment Texturing]]
 
|-
 
|<#000000>| [[Hair Techniques]]
 
|-
 
|<#000000>| [[Mip Map]]
 
|-
 
|<#000000>| [[Multitexture]]
 
|-
 
|<#000000>| [[Painting Across Seams]]
 
|-
 
|<#000000>| [http://boards.polycount.net/showthread.php?t=65614 Painting Tutorials]
 
|-
 
|<#000000>| [http://www.leighvanderbyl.com/pdf/texturing.pdf Texturing for Dummies]
 
|-
 
|<#000000>| [http://www.cambridgeincolour.com/tutorials/photoshop-curves.htm Using the Photoshop Curves Tool]
 
|-
 
|<#000000>| [[Value Correction]]
 
|}
 
  
 
[[Category:Primer]]
 
[[Category:Primer]]

Revision as of 07:00, 12 July 2010

Category Texturing

This is a list of textures used in games, the texture maps that are used as visual layers in game shaders, the texturing techniques that are used to create these maps, and the file formats that are used to store them.


Popular Texture Types

For game assets the most commonly used texture types are Diffuse, Emissive, Normal, Opacity, and Specular Color. However the types you use will be dictated by the asset itself, and the Art Direction for the project.

Bump Maps

pages:


Color Maps

pages:


Environment Maps

pages:


Light Maps

pages:


Specular Maps

pages:


Transparency Maps

pages:


Texture Techniques

pages:


See also:

Texture Formats

Texture file formats come in two basic categories: those that are used at runtime (in-game), versus those that are used by artists in general but have to be converted to be used "live" in-game. Two of the main reasons for conversion are to reduce memory load and to work well with filtering. is for file formats used in-game: is for general-use file formats:

Subcategories

This category has the following 4 subcategories, out of 4 total.

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