Difference between revisions of "Category:Texturing"

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(moved over texture photography from 2D Tutorials page)
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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.  
  
== Bump Maps ==
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=== Bump Maps ===
 
[[Category:BumpMap]] pages:
 
[[Category:BumpMap]] pages:
  
  
== Color Maps ==
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=== Color Maps ===
 
[[Category:ColorMap]] pages:
 
[[Category:ColorMap]] pages:
  
  
== Environment Maps ==
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=== Environment Maps ===
 
[[Category:EnvironmentMap]] pages:
 
[[Category:EnvironmentMap]] pages:
  
  
== Light Maps ==
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=== Light Maps ===
 
[[Category:LightMap]] pages:
 
[[Category:LightMap]] pages:
  
  
== Specular Maps ==
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=== Specular Maps ===
 
[[Category:SpecularMap]] pages:
 
[[Category:SpecularMap]] pages:
  
  
== Transparency Maps ==
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=== Transparency Maps ===
 
[[Category:TransparencyMap]] pages:
 
[[Category:TransparencyMap]] pages:
  
  
== Texture Techniques ==
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=== Texture Techniques ===
 
[[Category:TextureTechnique]] pages:
 
[[Category:TextureTechnique]] pages:
  
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* (BMP, EXR, GIF, HDR, JPEG, PNG, PSD, TGA, TIFF, etc.)
 
* (BMP, EXR, GIF, HDR, JPEG, PNG, PSD, TGA, TIFF, etc.)
  
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== Texture Photography ==
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* [[Image:Category:Texturing$2dtut_takingbetterphotoswalker.png]]<<BR>>[http://udn.epicgames.com/Three/TakingBetterPhotosForTextures.html Taking Better Photos for Textures] - by ''[http://www.mutantspoon.com/ Jordan Walker]'' <<BR>>Using a flash rig and polarization filters to avoid most specular highlights and directional lighting.<<BR>><<BR>>
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* [[Image:Category:Texturing$2dtut_sharpeningmathis.png]]<<BR>>[http://boards.polycount.net/showthread.php?t=65262 Better Sharpening in Photoshop] - by ''[http://poopinmymouth.com Ben "poopinmymouth" Mathis]'' <<BR>>Using High Pass and Smart Sharpen.<<BR>><<BR>>
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* [[Image:Category:Texturing$2dtut_cgtexturestuts.png]]<<BR>>[http://cgtextures.com/content.php?action=tutorials Texture Photography & Processing Tutorials] - from CGTextures.com<<BR>><<BR>>
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* {{http://boards.polycount.net/images/smilies/pcount/icons/icon_arrow.gif}} The [[Category:Environment#ES2|Environment Skies]] wiki section<<BR>>Tutorials specific to creating environment sky textures.<<BR>><<BR>>
 
[[Category:Primer]]
 
[[Category:Primer]]

Revision as of 02:10, 20 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 store mips. is for file formats used in-game:

  • (3Dc, DDS, DXT, PVR, TPL, etc.) is for general-use file formats:
  • (BMP, EXR, GIF, HDR, JPEG, PNG, PSD, TGA, TIFF, etc.)

Texture Photography

Subcategories

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

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