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Texturing: Reference Sheet


InsanitySorrow
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Texturing: Reference Sheet

TexturingIntroduction.png

Texture:

A finished model has no detail and is shaded a single colour, a Texture is created and applied to give the model a proper, detailed look.

For example, a 3D artist makes a new sword model, this sword model has the shape of a sword but there are no details, Ie no blade or grip. This model is passed to a texture artist who then applies a texture to give the sword a grip, blade and other details.

Textures are usually applied in two forms but sometimes three, one is the Main Texture, Normal Map and sometimes a Glow Map.

Texturing_SampleTexture.png

Normal Map:

Normal Maps are used to add depth to the texture, this also helps enhance the detail of the main texture.

These differ to normal textures becuase they use the RGB (Red, Green, Blue) colours of an image to store the details of the texture.

Most textures in Oblivion make use of normal maps, though there are a few exceptions, Icons being an example of that.

Texturing_NormalMap.png

Glow Map:

Glow Maps are used to make certain areas of a model glow when it's dark. Glow Maps are black textures with the areas you want to glow the only part in colour.

Glow Maps also make use of the models emissive properties to determine the strength of the glow, this setting is usually set to full.

Texturing_SampleGlowMap.png

UV Map:

UV Maps are not just important for 3D Artists, they're important for 2D artists as well. A UV Map is basically a 2D version of a 3D model, this 2D image tells the game engine where on the model the texture should go.

[image shooon]

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