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  • Texture coordinates, also called UVs, are pairs of numbers stored in the vertices of a mesh. These numbers are often used to stretch a 2D texture onto a 3D mesh, but they can be used for other things like coloring the mes
    10 KB (1,448 words) - 21:40, 17 May 2020

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  • 3Dc is a compressed texture file format for [[NormalMap|normal maps]] by [http://developer.amd.com AMD] * [http://developer.amd.com/gpu/compress/Pages/default.aspx ATI_Compress] - a texture compression library that handles 3Dc.
    2 KB (363 words) - 10:10, 12 August 2015
  • * [[Texture Baking]] has the step-by-step workflow for baking textures from a high-reso === Texture Coordinates ===
    26 KB (4,013 words) - 10:41, 27 November 2018
  • I modeled the wheat and baked it into a texture. The model can be pretty low resolution, since it's going to be baked. [[Normal Map Technical Details#Common Swizzle Coordinates]]
    387 B (64 words) - 10:32, 20 June 2015
  • ...eds [[Texture Coordinates]] to wrap the texture onto the model. Multiple [[Texture Types]] are often used to control different parts of the shader, such as [[ ...rectly on models, creating procedurally in a node-based material editor, [[Texture Baking|baking]] image data from one model to another, etc.
    6 KB (871 words) - 08:59, 12 May 2016
  • Coordinates are numbers that tell the game engine where to position things, whether in == Cartesian Coordinates ==
    2 KB (379 words) - 18:01, 25 February 2015
  • # Setup your rendering options (texture filtering, anti-aliasing, etc.). # Open an existing texture by selecting the File -> Open... menu item.
    20 KB (3,089 words) - 17:25, 22 August 2018
  • ...|UV tiling]] so it makes smaller pixels. [[Mip Mapping]] allows the detail texture to fade out at a medium distance to hide tiling artifacts. ...ge:Wolfire_DetailMap_color.jpg|frame|left|2. Landscape with a color detail texture. Image by [http://blog.wolfire.com/2009/12/Detail-textures Wolfire Games].]
    2 KB (260 words) - 21:42, 29 November 2014
  • One thing that is very important with [[Texture Coordinates|UVs]], is to keep them straight. If your UVs are randomly rotated 7 degrees [[image:uv_gun-earthquake.jpg|frame|left|Hand-packed [[Texture Coordinates|UV]] layout for a first-person weapon model.<br/> Image by [http://www.link
    2 KB (401 words) - 18:10, 29 November 2014
  • ...can be used to control the UV coordinates for a water texture, to make the texture flow around rocks. It can also be used to control the direction of a hairst
    2 KB (348 words) - 07:59, 4 October 2017
  • #REDIRECT [[Texture Coordinates]]
    33 B (3 words) - 15:47, 28 September 2015
  • A texture that stores pre-rendered lighting, because dynamic real-time lighting typic ...e:20110422_multiply4x.jpg|thumb|600px|left|Multiplying vertex color onto a texture, using a 4x multiply [[Shaders|shader]] to over-brighten. This example uses
    5 KB (769 words) - 13:20, 14 March 2015
  • Mapping can either mean [[Texturing]] or it can mean creating [[Texture Coordinates]].
    114 B (15 words) - 16:00, 17 March 2015
  • A fabulous tutorial explaining how to generate texture co-ordinates for 3d models (unwrapping), from one bitmap to multiple bitmap A very nice tutorial explaining how to lay out a texture map for your 3d models using 3DSMax. This tutorial also makes use of the [h
    11 KB (1,810 words) - 04:44, 29 July 2014
  • ...amatically lower the size of your MAX file if you have been doing a lot of texture UV work on it. ...w poly models. It can unwrap a 3D model and export the mapping to a bitmap texture which can then be painted. Also on the official LithUnwrap site are also tu
    27 KB (4,510 words) - 08:33, 26 June 2021
  • ...the documents that contain these scripts usually has the same name as the texture set which contains the textures being modified (e.g; base, hell, castle, et ...shader-manipulated texture that is seen through another shader manipulated texture (e.g.; a light in fog) has the effect of ''adding'' the total number of pas
    83 KB (13,332 words) - 08:42, 17 November 2015
  • ...ing, sometimes called "virtual displacement mapping." Each pixel's texture coordinates are adjusted at render-time to create an illusion of depth as the viewer's ...parallax mapping, but provide better image quality at a cost of additional texture lookups.
    5 KB (831 words) - 11:27, 17 June 2020
  • ...hort for picture element. There are two common meanings: the pixels that [[Texture]]s or [[Bitmap]]s are made of, and the pixels that are [[Rendering|rendered ...t two sets of values. For position, it needs [[Category:TextureCoordinates|coordinates]] (coords), called X and Y, usually written as (X,Y). The X coord is horizo
    880 B (144 words) - 17:48, 17 March 2015
  • ...liminate seams and shading artifacts, the game engine and the normal map [[Texture Baking|baking tool]] should use the same [[Normal_Map_Technical_Details#Tan ...ups before you run it, and then I usually will just composite this "combo" texture over my orig map in Photoshop."
    15 KB (2,395 words) - 08:22, 4 December 2023
  • ...mple because looking at the texture now it's obvious I didn't use the full texture. I can't quite remember what I did with these characters, but I believe I e ...in a single character's budget (12,254 tris). and it uses a single 256x128 texture.
    27 KB (4,582 words) - 08:25, 27 September 2017
  • ...o a single texture. Other common names for this are "decal sheet", "packed texture". Atlases save texture fetches, which can help improve the [[FPS|frame rate]].
    8 KB (1,156 words) - 14:51, 21 June 2020
  • Texture coordinates, also called UVs, are pairs of numbers stored in the vertices of a mesh. These numbers are often used to stretch a 2D texture onto a 3D mesh, but they can be used for other things like coloring the mes
    10 KB (1,448 words) - 21:40, 17 May 2020
  • #REDIRECT [[Texture Coordinates]]
    33 B (3 words) - 02:39, 4 August 2014
  • ...of a game, multiple types may be [[ChannelPacking|packed]] into a single [[Texture formats|file]]. ...derbyl.com/about-me/ Leigh van der Byl] is a PDF overview of texturing and texture types. ([http://www.3dlinks.com/downloads/texturing.pdf alternative downloa
    7 KB (1,108 words) - 13:49, 24 May 2015
  • ...ap]] is, but how does it work? What is [[gloss]]? What does a [[specular]] texture do? ...the actual rendering, and all we are really concerned with as modelers and texture-artists), has increased my ability many times over.
    17 KB (2,879 words) - 04:15, 27 September 2014
  • ...re-sensitive tablet or screen. Usually the details from these models are [[Texture Baking|baked]] into [[Texturing|textures]] for a lower-resolution in-game m ...tools should preserve the model's essential form without degrading texture coordinates or material boundaries. Decimation is also used for creating [[Level of Det
    35 KB (4,575 words) - 11:24, 26 June 2021
  • ...cement uses a similar process, except it also uses the high-res model's UV coordinates, creating a correspondence between the two UVs. [[image:RenderingMudboxTut_05.png|thumb|600px|left|Vector displacement texture, baked in Mudbox. See [https://docs.chaosgroup.com/display/VRAY3MAYA/Render
    2 KB (258 words) - 10:37, 29 September 2017
  • * [[Texture Coordinates]]
    361 B (49 words) - 08:53, 25 May 2015
  • ...el will often look better than one [[Normal_map#2D_Workflow|sampled from a texture]]. The normal map pixels will be recreating the surface angles of the high- ...errors]], to minimize aliased edges in-game, and to optimize the [[Texture Coordinates|UV layout]]. Explained by Joe "EarthQuake" Wilson in the thread [http://pol
    17 KB (2,714 words) - 13:08, 25 June 2020
  • Texture baking is the process of transferring details from one model to another. ...at into a [[Texture types|texture map]], using the first model's [[Texture Coordinates]].
    28 KB (4,333 words) - 10:25, 26 June 2021
  • #REDIRECT [[Texture Coordinates]]
    33 B (3 words) - 18:00, 29 November 2014
  • #REDIRECT [[Texture Coordinates]]
    33 B (3 words) - 18:01, 29 November 2014

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