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What a texture needs | Locked | |
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Oct 23 2012 Anchor | |
Hello folks out there! While getting into creating game textures and materials for several engines I asked myself what does a texture need? So first I need a reference picture, the texture itself, the image how it shows up ingame (I think its called "Diffuse Map"). In addition it can have some more stuff:
Well, I think we got all?Uhm no? Well, I also found Height Maps and Bump Maps, which seems to be just another type of Normal Map.I think it's also based on which engine you use, if some types are supported or not. Also it might be that an engines has another type of texture, like Source has $phong.So, is it all? Or do you know something else?CheersRavenblood -- "I don't find any topics of conversation so I talk about Helvetica and Times New Roman." - Milan |
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Oct 23 2012 Anchor | |
Wiki.polycount.com Normal maps control the surface normals on a per-pixel basis as opposed to using just the vertex normals. It's not really depth-related, more like the angle of the surface. With specular maps, there can be two values to look for. One controls the intensity and color of the specular highlight (if the engine supports colored specular; newer engines should), the other is a grayscale map which controls the power of the specular (gloss). (Also, phong is a shader, not a texture). |
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Oct 23 2012 Anchor | ||
Diffuse Map - Basic color texture. The bare minimum needed. Which you start work on first depends on your personal preference. Some people prefer to make a high-poly model, bake it to a normal map, and use the normal to make the diffuse. Some prefer to make the diffuse and then paint a bump map based on it. Some people prefer to make a bump map and base the diffuse on it. Obviously you can't make a spec or an alpha map without a diffuse or normal/bump map to guide it. -- I snark, therefore, I am.
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Oct 24 2012 Anchor | |
Oh, thanks guys -- "I don't find any topics of conversation so I talk about Helvetica and Times New Roman." - Milan |
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