Difference between revisions of "Detail map"

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* Return to [[Polycount|Main Page]]<br> Return to [[Category:Texturing]]<br>
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* [http://boards.polycount.net/showthread.php?t=53881 Blending methods for detail textures] - ''from the Polycount boards''
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* [[Polycount|Main Page]] > [[Category:Texturing]] > Detail Map
  
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= Detail Map =
* Return to [[Polycount|Main Page]]<br> Return to [[Category:Texturing]]
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A detail map is used on an environment model to create up-close high-frequency details. It is combined in the shader with a regular color texture, with a higher amount of UV tiling so it makes smaller pixels, and it fades out at a medium distance to the main texture to hide any tiling artifacts.
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* [http://fenring.bf1942.cl/tutorials/texturesystem.php#detailmaps Detail color textures in Battlefield 2] - by ''[http://www.davidwahlberg.se/index.php David "Fenring" Wahlberg]''
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* [http://24.199.192.22/Two/DetailTexture.html Detail color textures in UnrealEngine2] - by ''Epic Games''
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* [http://wiki.crymod.com/index.php/Sandbox_MaterialEditorRef#Detail_map Detail color and normal map textures in CryEngine2] - by ''Crytek''
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* [http://blog.wolfire.com/2009/12/Detail-textures Detail color and normalmap textures in Overgrowth] - by ''Wolfire Games''
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* [http://www.gamasutra.com/view/feature/2987/tool_postmortem_climax_brightons_.php?page=2 Multitexturing in MotoGP] - by ''Climax Group''
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* [http://boards.polycount.net/showthread.php?t=53881 Blending methods for detail textures] - from the Polycount forum
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* [[Polycount|Main Page]] > [[Category:Texturing]] > Detail Map

Revision as of 17:57, 5 July 2010

Detail Map

A detail map is used on an environment model to create up-close high-frequency details. It is combined in the shader with a regular color texture, with a higher amount of UV tiling so it makes smaller pixels, and it fades out at a medium distance to the main texture to hide any tiling artifacts.

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