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	<id>https://wiki.vg-resource.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Friedslick6</id>
	<title>The VG Resource Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.vg-resource.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Friedslick6"/>
	<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/Special:Contributions/Friedslick6"/>
	<updated>2026-10-10T03:35:17Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.1</generator>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=3D_Ripper_DX&amp;diff=1775</id>
		<title>3D Ripper DX</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=3D_Ripper_DX&amp;diff=1775"/>
		<updated>2018-09-08T19:58:16Z</updated>

		<summary type="html">&lt;p&gt;Friedslick6: Improved wording, spacing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 0px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[File:3DRipperDX.png|thumb|center|300px|3D Ripper DX Setup Window]]&lt;br /&gt;
|-&lt;br /&gt;
|Latest Version&lt;br /&gt;
|1.3.2&lt;br /&gt;
|-&lt;br /&gt;
|Release Date&lt;br /&gt;
|2006&lt;br /&gt;
|-&lt;br /&gt;
|System Support&lt;br /&gt;
|Windows x86&lt;br /&gt;
|-&lt;br /&gt;
|Render Support&lt;br /&gt;
|DirectX 6/8/9.x&lt;br /&gt;
|-&lt;br /&gt;
|Official Website&lt;br /&gt;
|http://www.deep-shadows.com/hax/3DRipperDX.htm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3D Ripper DX&amp;#039;&amp;#039;&amp;#039; is a free model ripping tool made by Roman Lut, a.k.a hax.&lt;br /&gt;
&lt;br /&gt;
The tool can capture geometry, textures and shaders from DirectX 6/8/9.x renders on Windows x86 architecture.&amp;lt;br /&amp;gt;&lt;br /&gt;
These captures can be imported into 3DS Max v5.0-9.0, 2009 and 2011 with the accompanying plugin.&lt;br /&gt;
&lt;br /&gt;
The captures are skewed according to the game&amp;#039;s internal field-of-vision value and the active monitor&amp;#039;s aspect ratio,&amp;lt;br /&amp;gt;&lt;br /&gt;
and these values must be supplied to the plugin in order to correct the capture.&amp;lt;br /&amp;gt;&lt;br /&gt;
Alternatively the tool can be set to capture geometry in Wavefront OBJ format, though this limits the ability to correct the skew.&lt;br /&gt;
&lt;br /&gt;
The tool can also disable texture rendering and force a wireframe view.&lt;br /&gt;
&lt;br /&gt;
Roman has since ceased development on the tool due to lack of interest.&lt;br /&gt;
&lt;br /&gt;
{{Ripping Applications}}&lt;br /&gt;
[[Category:Ripping Tools]]&lt;/div&gt;</summary>
		<author><name>Friedslick6</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=3D_Ripper_DX&amp;diff=1774</id>
		<title>3D Ripper DX</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=3D_Ripper_DX&amp;diff=1774"/>
		<updated>2018-09-08T19:51:02Z</updated>

		<summary type="html">&lt;p&gt;Friedslick6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 0px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[File:3DRipperDX.png|thumb|center|300px|3D Ripper DX Setup Window]]&lt;br /&gt;
|-&lt;br /&gt;
|Latest Version&lt;br /&gt;
|1.3.2&lt;br /&gt;
|-&lt;br /&gt;
|Release Date&lt;br /&gt;
|2006&lt;br /&gt;
|-&lt;br /&gt;
|System Support&lt;br /&gt;
|Windows x86&lt;br /&gt;
|-&lt;br /&gt;
|Render Support&lt;br /&gt;
|DirectX 6/8/9.x&lt;br /&gt;
|-&lt;br /&gt;
|Official Website&lt;br /&gt;
|http://www.deep-shadows.com/hax/3DRipperDX.htm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3D Ripper DX&amp;#039;&amp;#039;&amp;#039; is a free model ripping tool made by Roman Lut, a.k.a hax.&lt;br /&gt;
&lt;br /&gt;
The tool can capture geometry, textures and shaders from DirectX 6/8/9.x-rendered Windows x86 software.&lt;br /&gt;
&lt;br /&gt;
These captures can be imported into 3DS Max v5.0-9.0, 2009 and 2011 with the accompanying plugin.&lt;br /&gt;
&lt;br /&gt;
The captures are skewed according to the game&amp;#039;s internal field-of-vision value and the active monitor&amp;#039;s aspect ratio,&lt;br /&gt;
&lt;br /&gt;
and these values must be supplied to the plugin in order to correct the capture.&lt;br /&gt;
&lt;br /&gt;
Alternatively the tool can be set to capture geometry in Wavefront OBJ format, though this limits the ability to correct the skew.&lt;br /&gt;
&lt;br /&gt;
The tool can also disable textures and force wireframe views.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roman has since ceased development on the tool due to lack of interest.&lt;br /&gt;
&lt;br /&gt;
{{Ripping Applications}}&lt;br /&gt;
[[Category:Ripping Tools]]&lt;/div&gt;</summary>
		<author><name>Friedslick6</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=3D_Ripper_DX&amp;diff=1773</id>
		<title>3D Ripper DX</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=3D_Ripper_DX&amp;diff=1773"/>
		<updated>2018-09-08T19:50:44Z</updated>

		<summary type="html">&lt;p&gt;Friedslick6: Specification of capture skew&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 0px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[File:3DRipperDX.png|thumb|center|300px|3D Ripper DX Setup Window]]&lt;br /&gt;
|-&lt;br /&gt;
|Latest Version&lt;br /&gt;
|1.3.2&lt;br /&gt;
|-&lt;br /&gt;
|Release Date&lt;br /&gt;
|2006&lt;br /&gt;
|-&lt;br /&gt;
|System Support&lt;br /&gt;
|Windows x86&lt;br /&gt;
|-&lt;br /&gt;
|Render Support&lt;br /&gt;
|DirectX 6/8/9.x&lt;br /&gt;
|-&lt;br /&gt;
|Official Website&lt;br /&gt;
|http://www.deep-shadows.com/hax/3DRipperDX.htm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3D Ripper DX&amp;#039;&amp;#039;&amp;#039; is a free model ripping tool made by Roman Lut, a.k.a hax.&lt;br /&gt;
&lt;br /&gt;
The tool can capture geometry, textures and shaders from DirectX 6/8/9.x-rendered Windows x86 software.&lt;br /&gt;
&lt;br /&gt;
These captures can be imported into 3DS Max v5.0-9.0, 2009 and 2011 with the accompanying plugin.&lt;br /&gt;
&lt;br /&gt;
The captures are skewed according to the game&amp;#039;s internal field-of-vision value and the active monitor&amp;#039;s aspect ratio, and these values must be supplied to the plugin in order to correct the capture.&lt;br /&gt;
&lt;br /&gt;
Alternatively the tool can be set to capture geometry in Wavefront OBJ format, though this limits the ability to correct the skew.&lt;br /&gt;
&lt;br /&gt;
The tool can also disable textures and force wireframe views.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roman has since ceased development on the tool due to lack of interest.&lt;br /&gt;
&lt;br /&gt;
{{Ripping Applications}}&lt;br /&gt;
[[Category:Ripping Tools]]&lt;/div&gt;</summary>
		<author><name>Friedslick6</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:3DRipperDX.png&amp;diff=1772</id>
		<title>File:3DRipperDX.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:3DRipperDX.png&amp;diff=1772"/>
		<updated>2018-09-08T19:44:51Z</updated>

		<summary type="html">&lt;p&gt;Friedslick6: 3D Ripper DX Setup Window&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;3D Ripper DX Setup Window&lt;/div&gt;</summary>
		<author><name>Friedslick6</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=3D_Ripper_DX&amp;diff=1771</id>
		<title>3D Ripper DX</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=3D_Ripper_DX&amp;diff=1771"/>
		<updated>2018-09-08T19:35:17Z</updated>

		<summary type="html">&lt;p&gt;Friedslick6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 0px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[File:3DRipperDX.png|thumb|center|300px|3D Ripper DX Setup Window]]&lt;br /&gt;
|-&lt;br /&gt;
|Latest Version&lt;br /&gt;
|1.3.2&lt;br /&gt;
|-&lt;br /&gt;
|Release Date&lt;br /&gt;
|2006&lt;br /&gt;
|-&lt;br /&gt;
|System Support&lt;br /&gt;
|Windows x86&lt;br /&gt;
|-&lt;br /&gt;
|Render Support&lt;br /&gt;
|DirectX 6/8/9.x&lt;br /&gt;
|-&lt;br /&gt;
|Official Website&lt;br /&gt;
|http://www.deep-shadows.com/hax/3DRipperDX.htm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3D Ripper DX&amp;#039;&amp;#039;&amp;#039; is a free model ripping tool made by Roman Lut, a.k.a hax.&lt;br /&gt;
&lt;br /&gt;
The tool can capture geometry, textures and shaders from DirectX 6/8/9.x-rendered Windows x86 software.&lt;br /&gt;
&lt;br /&gt;
These captures can be imported into 3DS Max v5.0-9.0, 2009 and 2011 with the accompanying plugin.&lt;br /&gt;
&lt;br /&gt;
The captures are skewed according to the game&amp;#039;s field-of-vision and the active monitor&amp;#039;s aspect ratio, and these values must be supplied to the plugin in order to correct the capture.&lt;br /&gt;
&lt;br /&gt;
Alternatively the tool can be set to capture geometry in Wavefront OBJ format, though this limits the ability to correct the skew.&lt;br /&gt;
&lt;br /&gt;
The tool can also disable textures and force wireframe views.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roman has since ceased development on the tool due to lack of interest.&lt;br /&gt;
&lt;br /&gt;
{{Ripping Applications}}&lt;br /&gt;
[[Category:Ripping Tools]]&lt;/div&gt;</summary>
		<author><name>Friedslick6</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=3D_Ripper_DX&amp;diff=1770</id>
		<title>3D Ripper DX</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=3D_Ripper_DX&amp;diff=1770"/>
		<updated>2018-09-08T19:34:44Z</updated>

		<summary type="html">&lt;p&gt;Friedslick6: Fixed spacing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 0px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[File:3DRipperDX.png|thumb|center|300px|3D Ripper DX Setup Window]]&lt;br /&gt;
|-&lt;br /&gt;
|Latest Version&lt;br /&gt;
|1.3.2&lt;br /&gt;
|-&lt;br /&gt;
|Release Date&lt;br /&gt;
|2006&lt;br /&gt;
|-&lt;br /&gt;
|System Support&lt;br /&gt;
|Windows x86&lt;br /&gt;
|-&lt;br /&gt;
|Render Support&lt;br /&gt;
|DirectX 6/8/9.x&lt;br /&gt;
|-&lt;br /&gt;
|Official Website&lt;br /&gt;
|http://www.deep-shadows.com/hax/3DRipperDX.htm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3D Ripper DX&amp;#039;&amp;#039;&amp;#039; is a free model ripping tool made by Roman Lut, a.k.a hax.&lt;br /&gt;
&lt;br /&gt;
The tool can capture geometry, textures and shaders from DirectX 6/8/9.x-rendered Windows x86 software.&lt;br /&gt;
&lt;br /&gt;
These captures can be imported into 3DS Max v5.0-9.0, 2009 and 2011 with the accompanying plugin.&lt;br /&gt;
&lt;br /&gt;
The captures are skewed according to the game&amp;#039;s field-of-vision and the active monitor&amp;#039;s aspect ratio, and these values must be supplied to the plugin in order to correct the capture.&lt;br /&gt;
&lt;br /&gt;
Alternatively the tool can be set to capture geometry in Wavefront OBJ format, though this limits the ability to correct the skew.&lt;br /&gt;
&lt;br /&gt;
It can also disable textures and force wireframe views.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roman has since ceased development on the tool due to lack of interest.&lt;br /&gt;
&lt;br /&gt;
{{Ripping Applications}}&lt;br /&gt;
[[Category:Ripping Tools]]&lt;/div&gt;</summary>
		<author><name>Friedslick6</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=3D_Ripper_DX&amp;diff=1769</id>
		<title>3D Ripper DX</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=3D_Ripper_DX&amp;diff=1769"/>
		<updated>2018-09-08T19:33:45Z</updated>

		<summary type="html">&lt;p&gt;Friedslick6: Fixed spacing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 0px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[File:3DRipperDX.png|thumb|center|300px|3D Ripper DX Setup Window]]&lt;br /&gt;
|-&lt;br /&gt;
|Latest Version&lt;br /&gt;
|1.3.2&lt;br /&gt;
|-&lt;br /&gt;
|Release Date&lt;br /&gt;
|2006&lt;br /&gt;
|-&lt;br /&gt;
|System Support&lt;br /&gt;
|Windows x86&lt;br /&gt;
|-&lt;br /&gt;
|Render Support&lt;br /&gt;
|DirectX 6/8/9.x&lt;br /&gt;
|-&lt;br /&gt;
|Official Website&lt;br /&gt;
|http://www.deep-shadows.com/hax/3DRipperDX.htm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3D Ripper DX&amp;#039;&amp;#039;&amp;#039; is a free model ripping tool made by Roman Lut, a.k.a hax.&lt;br /&gt;
The tool can capture geometry, textures and shaders from DirectX 6/8/9.x-rendered Windows x86 software.&lt;br /&gt;
&lt;br /&gt;
These captures can be imported into 3DS Max v5.0-9.0, 2009 and 2011 with the accompanying plugin.&lt;br /&gt;
&lt;br /&gt;
The captures are skewed according to the game&amp;#039;s field-of-vision and the active monitor&amp;#039;s aspect ratio, and these values must be supplied to the plugin in order to correct the capture.&lt;br /&gt;
&lt;br /&gt;
Alternatively the tool can be set to capture geometry in Wavefront OBJ format, though this limits the ability to correct the skew.&lt;br /&gt;
&lt;br /&gt;
It can also disable textures and force wireframe views.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roman has since ceased development on the tool due to lack of interest.&lt;br /&gt;
&lt;br /&gt;
{{Ripping Applications}}&lt;br /&gt;
[[Category:Ripping Tools]]&lt;/div&gt;</summary>
		<author><name>Friedslick6</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=3D_Ripper_DX&amp;diff=1768</id>
		<title>3D Ripper DX</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=3D_Ripper_DX&amp;diff=1768"/>
		<updated>2018-09-08T19:33:12Z</updated>

		<summary type="html">&lt;p&gt;Friedslick6: Added additional info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 0px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[File:3DRipperDX.png|thumb|center|300px|3D Ripper DX Setup Window]]&lt;br /&gt;
|-&lt;br /&gt;
|Latest Version&lt;br /&gt;
|1.3.2&lt;br /&gt;
|-&lt;br /&gt;
|Release Date&lt;br /&gt;
|2006&lt;br /&gt;
|-&lt;br /&gt;
|System Support&lt;br /&gt;
|Windows x86&lt;br /&gt;
|-&lt;br /&gt;
|Render Support&lt;br /&gt;
|DirectX 6/8/9.x&lt;br /&gt;
|-&lt;br /&gt;
|Official Website&lt;br /&gt;
|http://www.deep-shadows.com/hax/3DRipperDX.htm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3D Ripper DX&amp;#039;&amp;#039;&amp;#039; is a free model ripping tool made by Roman Lut, a.k.a hax.&lt;br /&gt;
The tool can capture geometry, textures and shaders from DirectX 6/8/9.x-rendered Windows x86 software.&lt;br /&gt;
These captures can be imported into 3DS Max v5.0-9.0, 2009 and 2011 with the accompanying plugin.&lt;br /&gt;
The captures are skewed according to the game&amp;#039;s field-of-vision and the active monitor&amp;#039;s aspect ratio, and these values must be supplied to the plugin in order to correct the capture.&lt;br /&gt;
Alternatively the tool can be set to capture geometry in Wavefront OBJ format, though this limits the ability to correct the skew.&lt;br /&gt;
&lt;br /&gt;
It can also disable textures and force wireframe views.&lt;br /&gt;
&lt;br /&gt;
Roman has since ceased development on the tool due to lack of interest.&lt;br /&gt;
&lt;br /&gt;
{{Ripping Applications}}&lt;br /&gt;
[[Category:Ripping Tools]]&lt;/div&gt;</summary>
		<author><name>Friedslick6</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Template:Ripping_Applications&amp;diff=1767</id>
		<title>Template:Ripping Applications</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Template:Ripping_Applications&amp;diff=1767"/>
		<updated>2018-09-08T19:10:24Z</updated>

		<summary type="html">&lt;p&gt;Friedslick6: Alphabetised, added 3D Ripper DX&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{navbox&lt;br /&gt;
|Universal Ripping Applications|&lt;br /&gt;
 {{navboxrow&lt;br /&gt;
  |title = Archives&lt;br /&gt;
  |list = [[Noesis]] - [[QuickBMS]]&lt;br /&gt;
 }}&lt;br /&gt;
 {{navboxrow&lt;br /&gt;
  |title = 2D&lt;br /&gt;
  |list = [[Animget]] - [[Emulators]] - [[Noesis]] - [[TiledGGD]] - [[Tile Molester]] - [[uMod]] - [[YY-CHR]]&lt;br /&gt;
 }}&lt;br /&gt;
 {{navboxrow&lt;br /&gt;
  |title = 3D&lt;br /&gt;
  |list = [[3D Ripper DX]] - [[3DVia Printscreen]] - [[Ninja Ripper]] - [[Noesis]]&lt;br /&gt;
 }}&lt;br /&gt;
 {{navboxrow&lt;br /&gt;
  |title = Sounds&lt;br /&gt;
  |list = [[Video Game Sound Converter]]&lt;br /&gt;
 }}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Friedslick6</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=3D_Ripper_DX&amp;diff=1766</id>
		<title>3D Ripper DX</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=3D_Ripper_DX&amp;diff=1766"/>
		<updated>2018-09-08T19:06:29Z</updated>

		<summary type="html">&lt;p&gt;Friedslick6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 0px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[File:3DRipperDX.png|thumb|center|300px|3D Ripper DX Setup Window]]&lt;br /&gt;
|-&lt;br /&gt;
|Latest Version&lt;br /&gt;
|1.3.2&lt;br /&gt;
|-&lt;br /&gt;
|Release Date&lt;br /&gt;
|2006&lt;br /&gt;
|-&lt;br /&gt;
|System Support&lt;br /&gt;
|Windows x86&lt;br /&gt;
|-&lt;br /&gt;
|Render Support&lt;br /&gt;
|DirectX 6/8/9.x&lt;br /&gt;
|-&lt;br /&gt;
|Official Website&lt;br /&gt;
|http://www.deep-shadows.com/hax/3DRipperDX.htm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3D Ripper DX&amp;#039;&amp;#039;&amp;#039; is a free model ripping tool made by Roman Lut, a.k.a hax.&lt;br /&gt;
&lt;br /&gt;
Roman has ceased development on the tool due to lack of interest.&lt;br /&gt;
{{Ripping Applications}}&lt;br /&gt;
[[Category:Ripping Tools]]&lt;/div&gt;</summary>
		<author><name>Friedslick6</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=3D_Ripper_DX&amp;diff=1765</id>
		<title>3D Ripper DX</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=3D_Ripper_DX&amp;diff=1765"/>
		<updated>2018-09-08T18:59:12Z</updated>

		<summary type="html">&lt;p&gt;Friedslick6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 0px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[File:3DRipperDX.png|thumb|center|300px|3D Ripper DX Setup Window]]&lt;br /&gt;
|-&lt;br /&gt;
|Latest Version&lt;br /&gt;
|1.3.2&lt;br /&gt;
|-&lt;br /&gt;
|Release Date&lt;br /&gt;
|2006&lt;br /&gt;
|-&lt;br /&gt;
|System Support&lt;br /&gt;
|Windows x86&lt;br /&gt;
|-&lt;br /&gt;
|Render Support&lt;br /&gt;
|DirectX 6/8/9.x&lt;br /&gt;
|-&lt;br /&gt;
|Official Website&lt;br /&gt;
|http://www.deep-shadows.com/hax/3DRipperDX.htm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3D Ripper DX&amp;#039;&amp;#039;&amp;#039; is a free model ripping tool made by Roman Lut, a.k.a hax.&lt;br /&gt;
&lt;br /&gt;
Roman has ceased development on the tool due to lack of interest.&lt;br /&gt;
[[Category:Ripping Tools]]&lt;/div&gt;</summary>
		<author><name>Friedslick6</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=3D_Ripper_DX&amp;diff=1529</id>
		<title>3D Ripper DX</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=3D_Ripper_DX&amp;diff=1529"/>
		<updated>2017-09-28T02:07:49Z</updated>

		<summary type="html">&lt;p&gt;Friedslick6: Clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 0px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[File:3DRipperDX.png|thumb|center|300px|3D Ripper DX Setup Window]]&lt;br /&gt;
|-&lt;br /&gt;
|Latest Version&lt;br /&gt;
|1.3.2&lt;br /&gt;
|-&lt;br /&gt;
|Release Date&lt;br /&gt;
|2006&lt;br /&gt;
|-&lt;br /&gt;
|OS Support&lt;br /&gt;
|Windows x86&lt;br /&gt;
|-&lt;br /&gt;
|Render Support&lt;br /&gt;
|DirectX 6/8/9.x&lt;br /&gt;
|-&lt;br /&gt;
|Official Website&lt;br /&gt;
|http://www.deep-shadows.com/hax/3DRipperDX.htm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3D Ripper DX&amp;#039;&amp;#039;&amp;#039; is a free model ripping tool made by Roman Lut, a.k.a hax.&lt;br /&gt;
&lt;br /&gt;
Roman has ceased development on the tool due to lack of interest.&lt;br /&gt;
[[Category:Ripping Tools]]&lt;/div&gt;</summary>
		<author><name>Friedslick6</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=3D_Ripper_DX&amp;diff=1528</id>
		<title>3D Ripper DX</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=3D_Ripper_DX&amp;diff=1528"/>
		<updated>2017-09-28T02:05:17Z</updated>

		<summary type="html">&lt;p&gt;Friedslick6: baby steps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 0px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[File:3DRipperDX.png|thumb|center|300px|3D Ripper DX Setup Window]]&lt;br /&gt;
|-&lt;br /&gt;
|Latest Version&lt;br /&gt;
|1.3.2&lt;br /&gt;
|-&lt;br /&gt;
|Release Date&lt;br /&gt;
|2006&lt;br /&gt;
|-&lt;br /&gt;
|OS Support&lt;br /&gt;
|Windows x86&lt;br /&gt;
|-&lt;br /&gt;
|Render Support&lt;br /&gt;
|DirectX 6/8/9.x&lt;br /&gt;
|-&lt;br /&gt;
|Official Website&lt;br /&gt;
|http://www.deep-shadows.com/hax/3DRipperDX.htm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3D Ripper DX&amp;#039;&amp;#039;&amp;#039; is a free model ripping tool made by Roman Lut, a.k.a hax.&lt;br /&gt;
[[Category:Ripping Tools]]&lt;/div&gt;</summary>
		<author><name>Friedslick6</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Noesis&amp;diff=1527</id>
		<title>Noesis</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Noesis&amp;diff=1527"/>
		<updated>2017-09-28T02:04:44Z</updated>

		<summary type="html">&lt;p&gt;Friedslick6: Undo revision 1526 by Friedslick6 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Noesis-screenshot.png|thumb|right|300px|Noesis preview window]]&lt;br /&gt;
Noesis is a free tool for viewing and converting between hundreds of model, image, and animation formats. It utilizes a robust plugin system, with support for native extension modules and Python scripts. It is available for Windows at [http://www.richwhitehouse.com/index.php?content=inc_projects.php#prjmp91 www.richwhitehouse.com].&lt;br /&gt;
&lt;br /&gt;
Noesis is a helpful tool due to its simple GUI, however it is not the best conversion tool for a number of formats.&lt;br /&gt;
&lt;br /&gt;
You can find a lot of plugins at [https://code.google.com/p/noesis-plugins-official/source/browse/ noesis-plugins-official].&lt;br /&gt;
==Batch Processing==&lt;br /&gt;
[[File:Noesis-batch.png|thumb|right|300px|Noesis&amp;#039; Batch Process window]]&lt;br /&gt;
Under the &amp;quot;Tools&amp;quot; dropdown menu is an option which reads &amp;quot;Batch process&amp;quot;. This option allows you to process files from one format to another quickly and easily. The batch process window works with any format that Noesis can read.&lt;br /&gt;
&lt;br /&gt;
# Insert the file type you wish to convert in the &amp;quot;Input extension&amp;quot; box.&lt;br /&gt;
# Insert the file type you wish to convert to in the &amp;quot;Output extension&amp;quot; box.&lt;br /&gt;
# You can alter the output path of the script. As standard, it will create a new folder for every file processed called &amp;quot;inputname_files&amp;quot; with the output files within the folder. See below for more information.&lt;br /&gt;
# Ticking &amp;quot;Recursive&amp;quot; will include all files found within sub-level folders from the folder you select. This means that if you select a folder with 3 folders inside it, it will include the files found within those 3 folders too.&lt;br /&gt;
# Select &amp;quot;Folder batch&amp;quot; and select the folder in which you wish to batch process. The folder must be selected again if you make any changes to your options.&lt;br /&gt;
# Finally, select the &amp;quot;Export&amp;quot; button to process your files.&lt;br /&gt;
&lt;br /&gt;
The output path allows for a number of different options.&lt;br /&gt;
*$inpath$ - This will save the files into the same folder as the one you selected.&lt;br /&gt;
*$inname$ - This will include the name of the input file.&lt;br /&gt;
*$outext$ - This will include the output extension that you chose.&lt;br /&gt;
&lt;br /&gt;
From this, we can read the default Output path of &amp;lt;code&amp;gt;$inpath$\$inname$_files\$inname$out.$outext$&amp;lt;/code&amp;gt; to read as:&lt;br /&gt;
&amp;lt;code&amp;gt;$inpath% (the path of the file you&amp;#039;re processing) \ $inname$_files (creating a new folder with the name of the file you&amp;#039;re processing, with _file on the end) \ $inname$out (the name of the input file you&amp;#039;re processing with &amp;quot;out&amp;quot; on the end) .$outext$ (including the file extension that you are processing into.)&lt;br /&gt;
&lt;br /&gt;
Some processes may use additional parameters. This varies on each file type and how Noesis handles them, but usually this can be left empty.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ripping Tools]]&lt;/div&gt;</summary>
		<author><name>Friedslick6</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Noesis&amp;diff=1526</id>
		<title>Noesis</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Noesis&amp;diff=1526"/>
		<updated>2017-09-28T02:03:32Z</updated>

		<summary type="html">&lt;p&gt;Friedslick6: Baby steps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 0px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[File:3DRipperDX.png|thumb|center|300px|3D Ripper DX Setup Window]]&lt;br /&gt;
|-&lt;br /&gt;
|Latest Version&lt;br /&gt;
|1.3.2&lt;br /&gt;
|-&lt;br /&gt;
|Release Date&lt;br /&gt;
|2006&lt;br /&gt;
|-&lt;br /&gt;
|OS Support&lt;br /&gt;
|Windows x86&lt;br /&gt;
|-&lt;br /&gt;
|Render Support&lt;br /&gt;
|DirectX 6/8/9.x&lt;br /&gt;
|-&lt;br /&gt;
|Official Website&lt;br /&gt;
|http://www.deep-shadows.com/hax/3DRipperDX.htm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3D Ripper DX&amp;#039;&amp;#039;&amp;#039; is a free model ripping tool made by Roman Lut, a.k.a hax.&lt;br /&gt;
[[Category:Ripping Tools]]&lt;/div&gt;</summary>
		<author><name>Friedslick6</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Ripping_Models&amp;diff=1525</id>
		<title>Ripping Models</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Ripping_Models&amp;diff=1525"/>
		<updated>2017-09-28T01:33:05Z</updated>

		<summary type="html">&lt;p&gt;Friedslick6: Adding sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is where guides for ripping models from games go. Currently very lackluster and needs improvement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Guidance==&lt;br /&gt;
===Tools===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
====DirectX====&lt;br /&gt;
====OpenGL====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==Guides for specific games==&lt;br /&gt;
[[Final Fantasy VII Crisis Core]]&lt;br /&gt;
&lt;br /&gt;
[[Source Engine games]]&lt;br /&gt;
&lt;br /&gt;
[[Sonic Adventure series]]&lt;br /&gt;
&lt;br /&gt;
[[Sonic Heroes &amp;amp; Shadow the Hedgehog]]&lt;/div&gt;</summary>
		<author><name>Friedslick6</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1524</id>
		<title>Dictionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1524"/>
		<updated>2017-09-28T01:30:02Z</updated>

		<summary type="html">&lt;p&gt;Friedslick6: Rewording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are a number of common terms used within the community and this wiki.&lt;br /&gt;
&lt;br /&gt;
== Spriting Dictionary ==&lt;br /&gt;
===Anti-Aliasing===&lt;br /&gt;
[[File:Dictionary-anti-aliasing.jpg|right|100px|thumb|alt=Anti-Aliasing]]&lt;br /&gt;
Anti-Aliasing, often referred to as simply &amp;quot;AA&amp;quot;, is a technique in which you place mid-tone pixels in strategical places to make lines appear smoother.&lt;br /&gt;
&lt;br /&gt;
In the case shown to the right, the black line is anti-aliased by gray pixels placed on the &amp;#039;corners&amp;#039; of each black pixel because the background is white (white+black=gray). If the line was red, then the gray dots would be changed to light pink to portray correct anti-aliasing.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the image example was generated with Photoshop, thus creating a a lot of mid-tone pixels for aliasing. In spriting you would generally use far less anti-aliasing, and place midtones in a more organized manner. AA should only be placed in jagged places; if the line is already smooth without AA, there&amp;#039;s no particular need to add it.&lt;br /&gt;
&lt;br /&gt;
===Banding===&lt;br /&gt;
[[File:Dictionary-banding.png|right|alt=Banding]]&lt;br /&gt;
Banding is considered a highly flawed technique in which shading follows the outline&amp;#039;s shape, thereby creating &amp;quot;steps&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Banding should be avoided as it prevents an object from portraying depth and shape properly.&lt;br /&gt;
&lt;br /&gt;
This is generally considered to be a poor excuse for [[Dictionary#Anti-Aliasing|Anti-Aliasing]].&lt;br /&gt;
&lt;br /&gt;
===Cluster===&lt;br /&gt;
[[File:Dictionary_Cluster.gif|right|alt=Cluster]]&lt;br /&gt;
A pixel cluster is a connected group of pixels of the same color. Note that adjacent pixel clusters with contrast that is too low can appear to be one single cluster.&lt;br /&gt;
&lt;br /&gt;
===Contrast===&lt;br /&gt;
[[File:Dictionary_Contrast.png|right|alt=Contrast]]&lt;br /&gt;
Put simply, Contrast is basically the amount of difference between two colors.&lt;br /&gt;
&lt;br /&gt;
The higher the contrast, the more visible the shades will be, while the lower the contrast, the less visible the shades will be. Palettes with low amounts of contrast usually end up being dull, while ones with high amounts of contrast end up being extremely harsh. Balance between colors and shades is the key.&lt;br /&gt;
&lt;br /&gt;
===Custom Sprite===&lt;br /&gt;
A custom sprite is a &amp;#039;&amp;#039;&amp;#039;COMPLETELY NEW&amp;#039;&amp;#039;&amp;#039; sprite; it doesn&amp;#039;t use another sprite as a base. Note that a sprite made in someone else&amp;#039;s style can still be custom, as long as it isn&amp;#039;t edited from a base.&lt;br /&gt;
&lt;br /&gt;
===Dithering===&lt;br /&gt;
Dithering is a technique in which cross-hatching patterns are used to create midtones.&lt;br /&gt;
&lt;br /&gt;
===Edited Sprite===&lt;br /&gt;
An Edited sprite, also known as a Sprite Edit or simply as an Edit, is created when an existing sprite is changed. Edits can be done to official sprites (from existing games, published or not) or someone else&amp;#039;s custom work. Any work that is created by changing an already existing source would be considered an edit.&lt;br /&gt;
&lt;br /&gt;
===Hueshift===&lt;br /&gt;
Hue Shifting (or Hueshifting) is the process of shifting a color&amp;#039;s hue. Rather than increasing or decreasing a color&amp;#039;s [[Dictionary#Saturation|Saturation]], or [[Dictionary#Contrast|Contrast]], you increase or decrease the color&amp;#039;s Hue instead. Notice also that colors on the exact opposite of the wheel also work as a darker/lighter version of your color. A more dynamic and natural palette of colors is the result of proper hue shifting.&lt;br /&gt;
&lt;br /&gt;
===Isometric===&lt;br /&gt;
Isometric is one kind of perspective. It&amp;#039;s commonly used to used to create the impression of three dimensional space using two dimensional sprites. See [[Dictionary#Perspective|Perspective]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Jagged===&lt;br /&gt;
Also known as Jaggy, or Jaggies, a jagged line is an erratic line that doesn&amp;#039;t appear to be smooth.&lt;br /&gt;
&lt;br /&gt;
===JPEG===&lt;br /&gt;
Also known as JPG, JPEG is a &amp;#039;&amp;#039;lossy&amp;#039;&amp;#039; file format that causes sprites to be unusable. JPG files are often used for photographs or screenshots, but will often distort and reduce the quality of the image. While this is barely noticeable from a distance on a photo, when it comes to sprites which are pixel-perfect, it can be very obvious.&lt;br /&gt;
&lt;br /&gt;
[[File:Jpeg-example.png|alt=An example of a sprite being distorted from being saved as a JPEG|center]]&lt;br /&gt;
&lt;br /&gt;
In the above example, we can see a sprite saved as a PNG (On the left) and as a JPEG (On the right). Saving a sprite as a JPEG is almost always impossible to reverse.&lt;br /&gt;
&lt;br /&gt;
===Lightsource===&lt;br /&gt;
The lightsource is the source of light in your pixelart (i.e where the light is coming from). Using a fixed lightsource properly will allow you to shade things properly. Bear in mind that a proper lightsource is vital in the process of [[Dictionary#Shading|Shading]] an object in order to grant it a proper sense of volume and mass.(See [[Dictionary#Pillowshading|Pillowshading]] for more details.)&lt;br /&gt;
&lt;br /&gt;
===Palette===&lt;br /&gt;
Your Palette is the colors used in your art.&lt;br /&gt;
&lt;br /&gt;
===Perspective===&lt;br /&gt;
A perspective is the angle at which your art appears to the viewer.&lt;br /&gt;
&lt;br /&gt;
===Pillowshading===&lt;br /&gt;
Pillow Shading (also known as Pillowshading) is a common mistake among beginning spriters. Pillowshading happens when the sprite is shaded with its lightest shade in the middle and the sarker shades toward the outline. This is bad because it shows no depth and it&amp;#039;s an eyesore. Pillowshading is like an extreme form of banding which covers the entire sprite.&lt;br /&gt;
&lt;br /&gt;
===Readability===&lt;br /&gt;
Reading ease; a sprite with good readability is a sprite that doesn&amp;#039;t have problems representing an object.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on how to effectively create recolors, please go to our [[Recolor]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Recoloring is a technique in which you simply change a sprite&amp;#039;s colors, without modifying or changing the shape in any form.&lt;br /&gt;
&lt;br /&gt;
The technique is often frowned upon when it comes to the creation of &amp;quot;new&amp;quot; characters, when taking a [[Dictionary#rip|ripped]] sprite from a commercially released game and claiming it as your own creation.&lt;br /&gt;
&lt;br /&gt;
However, the technique does have its place when it comes to your own [[Dictionary#Custom_Sprite|custom]] sprites. It can be used to portray alternative forms of the same enemy, for example, or allow for alternative costumes in fighting games.&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
The pixel&amp;#039;s native size. When making sprites, make sure you&amp;#039;re using equally-sized pixels in all the piece and DO NOT resize the sprite to make small details. It&amp;#039;s very unprofessional and ugly.&lt;br /&gt;
&lt;br /&gt;
===Sprite Rip===&lt;br /&gt;
Sprite ripping is simply obtaining in-game graphics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;For more extensive information, visit our [[Sprite Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
===Saturation===&lt;br /&gt;
Saturation is the intensity of a color. More saturation means &amp;#039;more vivid, stronger colors&amp;#039;; less saturation means &amp;#039;dull colors&amp;#039;. Make sure it is well balanced, though. Too much saturation will make your sprite retina-burning, and less saturation might make your work boring.&lt;br /&gt;
&lt;br /&gt;
===Selout===&lt;br /&gt;
Selective Outlining, better known as Sel-Out or Selout, is a technique where you &amp;#039;select&amp;#039; the outlines that will be shaded. Used correctly, it can make your sprite to look more 3D than it would with plain black outlines.&lt;br /&gt;
&lt;br /&gt;
===Shading===&lt;br /&gt;
Shading is meant to show volume and give the viewer an idea of the shape of an object. every bump on a surface will cast a shadow on the opposite side from where the lightsource comes from. stronger lightsources, stronger shadows. more lightsources, less shadows.&lt;br /&gt;
&lt;br /&gt;
===Splice===&lt;br /&gt;
Splicing is a form of edit in which you grab two or more ready-made sprites and fuse them, creating a single sprite. It is usually made with Pokémon sprites, and since the sprites weren&amp;#039;t meant to be fused together, the result will usually not be as good as the beginning sprites&lt;br /&gt;
&lt;br /&gt;
===8-Bit===&lt;br /&gt;
8-Bit refers to the 8-bit era of videogame consoles and is commonly mistaken for a type of sprite style.&lt;br /&gt;
&lt;br /&gt;
== Modeling Dictionary ==&lt;br /&gt;
&lt;br /&gt;
===Model===&lt;br /&gt;
A model is an object that has depth, length and width to make it look like it takes on the third dimension.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
====Bones====&lt;br /&gt;
Bones are objects that allow a model to be animated without having to move the actual mesh.&lt;br /&gt;
====Rigging====&lt;br /&gt;
Rigging is when a part of a model is attached a to a bone to allow for easy animation.&lt;br /&gt;
====UVs====&lt;br /&gt;
UV&amp;#039;s dictate what part of a texture is mapped onto the model.&lt;br /&gt;
====T-Pose, Bind Pose, Reference Pose====&lt;br /&gt;
The default, unanimated state of a 3D model.&lt;br /&gt;
&lt;br /&gt;
For creature and human models, this is usually a pose in which each limb and article points straight from their origin in a general T formation.&lt;br /&gt;
&lt;br /&gt;
Sometimes the bind pose is a 45-degree inverted Y pose, another non-standard pose, or non-existent, due to different animation creation styles and implementations.&lt;br /&gt;
&lt;br /&gt;
====Material====&lt;br /&gt;
A specification of how the surface of a 3D model reflects or transmits light.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Diffuse=====&lt;br /&gt;
A texture that defines a surface&amp;#039;s main color.&lt;br /&gt;
=====Normal, Bump=====&lt;br /&gt;
A texture that defines a surface&amp;#039;s geometric details (shown with appropriate lighting on that surface.)&lt;br /&gt;
=====Ambient=====&lt;br /&gt;
A color value or texture that mixes with a surface&amp;#039;s main color.&lt;br /&gt;
&lt;br /&gt;
=====Specular=====&lt;br /&gt;
A texture that define a surface&amp;#039;s shininess and highlight color. &lt;br /&gt;
=====Alpha=====&lt;br /&gt;
A texture that defines a surface&amp;#039;s opacity.&lt;br /&gt;
=====Self-Illumination, Glow=====&lt;br /&gt;
A texture that defines a surface&amp;#039;s light emission.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Viewing Modes====&lt;br /&gt;
A viewing mode allow a model to be viewed in a different perspective.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Wireframe=====&lt;br /&gt;
Wireframe shows a model with only the polygons, no textures or mesh is shown.&lt;br /&gt;
=====Textured=====&lt;br /&gt;
Textured shows a model with textures, shading and the mesh.&lt;br /&gt;
=====Solid=====&lt;br /&gt;
Solid only shows the mesh, with no textures.&lt;br /&gt;
=====Bounding Boxes=====&lt;br /&gt;
Bounding boxes gives a generalization of where the model is and how much space it takes up.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Model Rip===&lt;br /&gt;
Associated with the capture of a frame of geometry rendered within a program, along with textures, shaders, and rarely bones and animation.&lt;br /&gt;
&lt;br /&gt;
Popularised by association with a commonly used (obsolete) model capture program, 3D Ripper DX.&lt;br /&gt;
&lt;br /&gt;
The resulting capture output format/s are compatible with 3D modelling software.&lt;br /&gt;
&lt;br /&gt;
For more extensive information, visit our [[Model Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
== Textures Dictionary ==&lt;br /&gt;
===Texture Rip===&lt;br /&gt;
For more extensive information, visit our [[Texture Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
A Texture Rip is a texture that comes from a pre-existing model, or more specifically, a texture that has been taken out of an already existing game.&lt;br /&gt;
&lt;br /&gt;
===Custom Texture===&lt;br /&gt;
A custom texture is, to put it simply, a texture that you have made yourself. This term is used because it gives a distinct difference from that of a [[Dictionary#Texture_Rip|texture rip]], in which the texture would have been from an already existing model.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
For more details on how to effectively create recolors, please go to our [[Recolor]] page.&lt;br /&gt;
&lt;br /&gt;
Recoloring is a simple technique in which you change the colors of an already existing texture. This generally serves little purpose with [[Dictionary#Texture_Rip|rips]], but can be a simple means of creating additional alternative outfits within games.&lt;br /&gt;
&lt;br /&gt;
== Sounds Dictionary ==&lt;br /&gt;
=== Sound ===&lt;br /&gt;
A sound is a piece of audio, such as wind blowing, or someone talking&lt;br /&gt;
=== Music ===&lt;br /&gt;
Music is a grouping of sounds to make a certain or desired melody.&lt;br /&gt;
===Sound Rip===&lt;br /&gt;
A sound rip is when a sound is taken from it&amp;#039;s native format, and converted into a more usable one. For more extensive information, visit our [[Sound Ripping]] page.&lt;/div&gt;</summary>
		<author><name>Friedslick6</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1523</id>
		<title>Dictionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1523"/>
		<updated>2017-09-28T01:28:13Z</updated>

		<summary type="html">&lt;p&gt;Friedslick6: Rewording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are a number of common terms used within the community and this wiki.&lt;br /&gt;
&lt;br /&gt;
== Spriting Dictionary ==&lt;br /&gt;
===Anti-Aliasing===&lt;br /&gt;
[[File:Dictionary-anti-aliasing.jpg|right|100px|thumb|alt=Anti-Aliasing]]&lt;br /&gt;
Anti-Aliasing, often referred to as simply &amp;quot;AA&amp;quot;, is a technique in which you place mid-tone pixels in strategical places to make lines appear smoother.&lt;br /&gt;
&lt;br /&gt;
In the case shown to the right, the black line is anti-aliased by gray pixels placed on the &amp;#039;corners&amp;#039; of each black pixel because the background is white (white+black=gray). If the line was red, then the gray dots would be changed to light pink to portray correct anti-aliasing.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the image example was generated with Photoshop, thus creating a a lot of mid-tone pixels for aliasing. In spriting you would generally use far less anti-aliasing, and place midtones in a more organized manner. AA should only be placed in jagged places; if the line is already smooth without AA, there&amp;#039;s no particular need to add it.&lt;br /&gt;
&lt;br /&gt;
===Banding===&lt;br /&gt;
[[File:Dictionary-banding.png|right|alt=Banding]]&lt;br /&gt;
Banding is considered a highly flawed technique in which shading follows the outline&amp;#039;s shape, thereby creating &amp;quot;steps&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Banding should be avoided as it prevents an object from portraying depth and shape properly.&lt;br /&gt;
&lt;br /&gt;
This is generally considered to be a poor excuse for [[Dictionary#Anti-Aliasing|Anti-Aliasing]].&lt;br /&gt;
&lt;br /&gt;
===Cluster===&lt;br /&gt;
[[File:Dictionary_Cluster.gif|right|alt=Cluster]]&lt;br /&gt;
A pixel cluster is a connected group of pixels of the same color. Note that adjacent pixel clusters with contrast that is too low can appear to be one single cluster.&lt;br /&gt;
&lt;br /&gt;
===Contrast===&lt;br /&gt;
[[File:Dictionary_Contrast.png|right|alt=Contrast]]&lt;br /&gt;
Put simply, Contrast is basically the amount of difference between two colors.&lt;br /&gt;
&lt;br /&gt;
The higher the contrast, the more visible the shades will be, while the lower the contrast, the less visible the shades will be. Palettes with low amounts of contrast usually end up being dull, while ones with high amounts of contrast end up being extremely harsh. Balance between colors and shades is the key.&lt;br /&gt;
&lt;br /&gt;
===Custom Sprite===&lt;br /&gt;
A custom sprite is a &amp;#039;&amp;#039;&amp;#039;COMPLETELY NEW&amp;#039;&amp;#039;&amp;#039; sprite; it doesn&amp;#039;t use another sprite as a base. Note that a sprite made in someone else&amp;#039;s style can still be custom, as long as it isn&amp;#039;t edited from a base.&lt;br /&gt;
&lt;br /&gt;
===Dithering===&lt;br /&gt;
Dithering is a technique in which cross-hatching patterns are used to create midtones.&lt;br /&gt;
&lt;br /&gt;
===Edited Sprite===&lt;br /&gt;
An Edited sprite, also known as a Sprite Edit or simply as an Edit, is created when an existing sprite is changed. Edits can be done to official sprites (from existing games, published or not) or someone else&amp;#039;s custom work. Any work that is created by changing an already existing source would be considered an edit.&lt;br /&gt;
&lt;br /&gt;
===Hueshift===&lt;br /&gt;
Hue Shifting (or Hueshifting) is the process of shifting a color&amp;#039;s hue. Rather than increasing or decreasing a color&amp;#039;s [[Dictionary#Saturation|Saturation]], or [[Dictionary#Contrast|Contrast]], you increase or decrease the color&amp;#039;s Hue instead. Notice also that colors on the exact opposite of the wheel also work as a darker/lighter version of your color. A more dynamic and natural palette of colors is the result of proper hue shifting.&lt;br /&gt;
&lt;br /&gt;
===Isometric===&lt;br /&gt;
Isometric is one kind of perspective. It&amp;#039;s commonly used to used to create the impression of three dimensional space using two dimensional sprites. See [[Dictionary#Perspective|Perspective]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Jagged===&lt;br /&gt;
Also known as Jaggy, or Jaggies, a jagged line is an erratic line that doesn&amp;#039;t appear to be smooth.&lt;br /&gt;
&lt;br /&gt;
===JPEG===&lt;br /&gt;
Also known as JPG, JPEG is a &amp;#039;&amp;#039;lossy&amp;#039;&amp;#039; file format that causes sprites to be unusable. JPG files are often used for photographs or screenshots, but will often distort and reduce the quality of the image. While this is barely noticeable from a distance on a photo, when it comes to sprites which are pixel-perfect, it can be very obvious.&lt;br /&gt;
&lt;br /&gt;
[[File:Jpeg-example.png|alt=An example of a sprite being distorted from being saved as a JPEG|center]]&lt;br /&gt;
&lt;br /&gt;
In the above example, we can see a sprite saved as a PNG (On the left) and as a JPEG (On the right). Saving a sprite as a JPEG is almost always impossible to reverse.&lt;br /&gt;
&lt;br /&gt;
===Lightsource===&lt;br /&gt;
The lightsource is the source of light in your pixelart (i.e where the light is coming from). Using a fixed lightsource properly will allow you to shade things properly. Bear in mind that a proper lightsource is vital in the process of [[Dictionary#Shading|Shading]] an object in order to grant it a proper sense of volume and mass.(See [[Dictionary#Pillowshading|Pillowshading]] for more details.)&lt;br /&gt;
&lt;br /&gt;
===Palette===&lt;br /&gt;
Your Palette is the colors used in your art.&lt;br /&gt;
&lt;br /&gt;
===Perspective===&lt;br /&gt;
A perspective is the angle at which your art appears to the viewer.&lt;br /&gt;
&lt;br /&gt;
===Pillowshading===&lt;br /&gt;
Pillow Shading (also known as Pillowshading) is a common mistake among beginning spriters. Pillowshading happens when the sprite is shaded with its lightest shade in the middle and the sarker shades toward the outline. This is bad because it shows no depth and it&amp;#039;s an eyesore. Pillowshading is like an extreme form of banding which covers the entire sprite.&lt;br /&gt;
&lt;br /&gt;
===Readability===&lt;br /&gt;
Reading ease; a sprite with good readability is a sprite that doesn&amp;#039;t have problems representing an object.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on how to effectively create recolors, please go to our [[Recolor]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Recoloring is a technique in which you simply change a sprite&amp;#039;s colors, without modifying or changing the shape in any form.&lt;br /&gt;
&lt;br /&gt;
The technique is often frowned upon when it comes to the creation of &amp;quot;new&amp;quot; characters, when taking a [[Dictionary#rip|ripped]] sprite from a commercially released game and claiming it as your own creation.&lt;br /&gt;
&lt;br /&gt;
However, the technique does have its place when it comes to your own [[Dictionary#Custom_Sprite|custom]] sprites. It can be used to portray alternative forms of the same enemy, for example, or allow for alternative costumes in fighting games.&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
The pixel&amp;#039;s native size. When making sprites, make sure you&amp;#039;re using equally-sized pixels in all the piece and DO NOT resize the sprite to make small details. It&amp;#039;s very unprofessional and ugly.&lt;br /&gt;
&lt;br /&gt;
===Sprite Rip===&lt;br /&gt;
Sprite ripping is simply obtaining in-game graphics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;For more extensive information, visit our [[Sprite Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
===Saturation===&lt;br /&gt;
Saturation is the intensity of a color. More saturation means &amp;#039;more vivid, stronger colors&amp;#039;; less saturation means &amp;#039;dull colors&amp;#039;. Make sure it is well balanced, though. Too much saturation will make your sprite retina-burning, and less saturation might make your work boring.&lt;br /&gt;
&lt;br /&gt;
===Selout===&lt;br /&gt;
Selective Outlining, better known as Sel-Out or Selout, is a technique where you &amp;#039;select&amp;#039; the outlines that will be shaded. Used correctly, it can make your sprite to look more 3D than it would with plain black outlines.&lt;br /&gt;
&lt;br /&gt;
===Shading===&lt;br /&gt;
Shading is meant to show volume and give the viewer an idea of the shape of an object. every bump on a surface will cast a shadow on the opposite side from where the lightsource comes from. stronger lightsources, stronger shadows. more lightsources, less shadows.&lt;br /&gt;
&lt;br /&gt;
===Splice===&lt;br /&gt;
Splicing is a form of edit in which you grab two or more ready-made sprites and fuse them, creating a single sprite. It is usually made with Pokémon sprites, and since the sprites weren&amp;#039;t meant to be fused together, the result will usually not be as good as the beginning sprites&lt;br /&gt;
&lt;br /&gt;
===8-Bit===&lt;br /&gt;
8-Bit refers to the 8-bit era of videogame consoles and is commonly mistaken for a type of sprite style.&lt;br /&gt;
&lt;br /&gt;
== Modeling Dictionary ==&lt;br /&gt;
&lt;br /&gt;
===Model===&lt;br /&gt;
A model is an object that has depth, length and width to make it look like it takes on the third dimension.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
====Bones====&lt;br /&gt;
Bones are objects that allow a model to be animated without having to move the actual mesh.&lt;br /&gt;
====Rigging====&lt;br /&gt;
Rigging is when a part of a model is attached a to a bone to allow for easy animation.&lt;br /&gt;
====UVs====&lt;br /&gt;
UV&amp;#039;s dictate what part of a texture is mapped onto the model.&lt;br /&gt;
====T-Pose, Bind Pose, Reference Pose====&lt;br /&gt;
The default, unanimated state of a 3D model.&lt;br /&gt;
&lt;br /&gt;
For creature and human models, this is usually a pose in which each limb and article points straight from their origin in a general T formation.&lt;br /&gt;
&lt;br /&gt;
Sometimes the bind pose is a 45-degree inverted Y pose, another non-standard pose, or non-existent, due to different animation creation styles and implementations.&lt;br /&gt;
&lt;br /&gt;
====Material====&lt;br /&gt;
A specification of how the surface of a 3D model reflects or transmits light.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Diffuse=====&lt;br /&gt;
A texture that defines a surface&amp;#039;s main color.&lt;br /&gt;
=====Normal, Bump=====&lt;br /&gt;
A texture that defines a surface&amp;#039;s geometric details (shown with appropriate lighting on that surface.)&lt;br /&gt;
=====Ambient=====&lt;br /&gt;
A color value or texture that defines the surface&amp;#039;s main color.&lt;br /&gt;
=====Specular=====&lt;br /&gt;
A texture that define a surface&amp;#039;s shininess and highlight color. &lt;br /&gt;
=====Alpha=====&lt;br /&gt;
A texture that defines a surface&amp;#039;s opacity.&lt;br /&gt;
=====Self-Illumination, Glow=====&lt;br /&gt;
A texture that defines a surface&amp;#039;s light emission.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Viewing Modes====&lt;br /&gt;
A viewing mode allow a model to be viewed in a different perspective.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Wireframe=====&lt;br /&gt;
Wireframe shows a model with only the polygons, no textures or mesh is shown.&lt;br /&gt;
=====Textured=====&lt;br /&gt;
Textured shows a model with textures, shading and the mesh.&lt;br /&gt;
=====Solid=====&lt;br /&gt;
Solid only shows the mesh, with no textures.&lt;br /&gt;
=====Bounding Boxes=====&lt;br /&gt;
Bounding boxes gives a generalization of where the model is and how much space it takes up.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Model Rip===&lt;br /&gt;
Associated with the capture of a frame of geometry rendered within a program, along with textures, shaders, and rarely bones and animation.&lt;br /&gt;
&lt;br /&gt;
Popularised by association with a commonly used (obsolete) model capture program, 3D Ripper DX.&lt;br /&gt;
&lt;br /&gt;
The resulting capture output format/s are compatible with 3D modelling software.&lt;br /&gt;
&lt;br /&gt;
For more extensive information, visit our [[Model Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
== Textures Dictionary ==&lt;br /&gt;
===Texture Rip===&lt;br /&gt;
For more extensive information, visit our [[Texture Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
A Texture Rip is a texture that comes from a pre-existing model, or more specifically, a texture that has been taken out of an already existing game.&lt;br /&gt;
&lt;br /&gt;
===Custom Texture===&lt;br /&gt;
A custom texture is, to put it simply, a texture that you have made yourself. This term is used because it gives a distinct difference from that of a [[Dictionary#Texture_Rip|texture rip]], in which the texture would have been from an already existing model.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
For more details on how to effectively create recolors, please go to our [[Recolor]] page.&lt;br /&gt;
&lt;br /&gt;
Recoloring is a simple technique in which you change the colors of an already existing texture. This generally serves little purpose with [[Dictionary#Texture_Rip|rips]], but can be a simple means of creating additional alternative outfits within games.&lt;br /&gt;
&lt;br /&gt;
== Sounds Dictionary ==&lt;br /&gt;
=== Sound ===&lt;br /&gt;
A sound is a piece of audio, such as wind blowing, or someone talking&lt;br /&gt;
=== Music ===&lt;br /&gt;
Music is a grouping of sounds to make a certain or desired melody.&lt;br /&gt;
===Sound Rip===&lt;br /&gt;
A sound rip is when a sound is taken from it&amp;#039;s native format, and converted into a more usable one. For more extensive information, visit our [[Sound Ripping]] page.&lt;/div&gt;</summary>
		<author><name>Friedslick6</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1522</id>
		<title>Dictionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1522"/>
		<updated>2017-09-28T01:23:56Z</updated>

		<summary type="html">&lt;p&gt;Friedslick6: Fixed sub-sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are a number of common terms used within the community and this wiki.&lt;br /&gt;
&lt;br /&gt;
== Spriting Dictionary ==&lt;br /&gt;
===Anti-Aliasing===&lt;br /&gt;
[[File:Dictionary-anti-aliasing.jpg|right|100px|thumb|alt=Anti-Aliasing]]&lt;br /&gt;
Anti-Aliasing, often referred to as simply &amp;quot;AA&amp;quot;, is a technique in which you place mid-tone pixels in strategical places to make lines appear smoother.&lt;br /&gt;
&lt;br /&gt;
In the case shown to the right, the black line is anti-aliased by gray pixels placed on the &amp;#039;corners&amp;#039; of each black pixel because the background is white (white+black=gray). If the line was red, then the gray dots would be changed to light pink to portray correct anti-aliasing.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the image example was generated with Photoshop, thus creating a a lot of mid-tone pixels for aliasing. In spriting you would generally use far less anti-aliasing, and place midtones in a more organized manner. AA should only be placed in jagged places; if the line is already smooth without AA, there&amp;#039;s no particular need to add it.&lt;br /&gt;
&lt;br /&gt;
===Banding===&lt;br /&gt;
[[File:Dictionary-banding.png|right|alt=Banding]]&lt;br /&gt;
Banding is considered a highly flawed technique in which shading follows the outline&amp;#039;s shape, thereby creating &amp;quot;steps&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Banding should be avoided as it prevents an object from portraying depth and shape properly.&lt;br /&gt;
&lt;br /&gt;
This is generally considered to be a poor excuse for [[Dictionary#Anti-Aliasing|Anti-Aliasing]].&lt;br /&gt;
&lt;br /&gt;
===Cluster===&lt;br /&gt;
[[File:Dictionary_Cluster.gif|right|alt=Cluster]]&lt;br /&gt;
A pixel cluster is a connected group of pixels of the same color. Note that adjacent pixel clusters with contrast that is too low can appear to be one single cluster.&lt;br /&gt;
&lt;br /&gt;
===Contrast===&lt;br /&gt;
[[File:Dictionary_Contrast.png|right|alt=Contrast]]&lt;br /&gt;
Put simply, Contrast is basically the amount of difference between two colors.&lt;br /&gt;
&lt;br /&gt;
The higher the contrast, the more visible the shades will be, while the lower the contrast, the less visible the shades will be. Palettes with low amounts of contrast usually end up being dull, while ones with high amounts of contrast end up being extremely harsh. Balance between colors and shades is the key.&lt;br /&gt;
&lt;br /&gt;
===Custom Sprite===&lt;br /&gt;
A custom sprite is a &amp;#039;&amp;#039;&amp;#039;COMPLETELY NEW&amp;#039;&amp;#039;&amp;#039; sprite; it doesn&amp;#039;t use another sprite as a base. Note that a sprite made in someone else&amp;#039;s style can still be custom, as long as it isn&amp;#039;t edited from a base.&lt;br /&gt;
&lt;br /&gt;
===Dithering===&lt;br /&gt;
Dithering is a technique in which cross-hatching patterns are used to create midtones.&lt;br /&gt;
&lt;br /&gt;
===Edited Sprite===&lt;br /&gt;
An Edited sprite, also known as a Sprite Edit or simply as an Edit, is created when an existing sprite is changed. Edits can be done to official sprites (from existing games, published or not) or someone else&amp;#039;s custom work. Any work that is created by changing an already existing source would be considered an edit.&lt;br /&gt;
&lt;br /&gt;
===Hueshift===&lt;br /&gt;
Hue Shifting (or Hueshifting) is the process of shifting a color&amp;#039;s hue. Rather than increasing or decreasing a color&amp;#039;s [[Dictionary#Saturation|Saturation]], or [[Dictionary#Contrast|Contrast]], you increase or decrease the color&amp;#039;s Hue instead. Notice also that colors on the exact opposite of the wheel also work as a darker/lighter version of your color. A more dynamic and natural palette of colors is the result of proper hue shifting.&lt;br /&gt;
&lt;br /&gt;
===Isometric===&lt;br /&gt;
Isometric is one kind of perspective. It&amp;#039;s commonly used to used to create the impression of three dimensional space using two dimensional sprites. See [[Dictionary#Perspective|Perspective]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Jagged===&lt;br /&gt;
Also known as Jaggy, or Jaggies, a jagged line is an erratic line that doesn&amp;#039;t appear to be smooth.&lt;br /&gt;
&lt;br /&gt;
===JPEG===&lt;br /&gt;
Also known as JPG, JPEG is a &amp;#039;&amp;#039;lossy&amp;#039;&amp;#039; file format that causes sprites to be unusable. JPG files are often used for photographs or screenshots, but will often distort and reduce the quality of the image. While this is barely noticeable from a distance on a photo, when it comes to sprites which are pixel-perfect, it can be very obvious.&lt;br /&gt;
&lt;br /&gt;
[[File:Jpeg-example.png|alt=An example of a sprite being distorted from being saved as a JPEG|center]]&lt;br /&gt;
&lt;br /&gt;
In the above example, we can see a sprite saved as a PNG (On the left) and as a JPEG (On the right). Saving a sprite as a JPEG is almost always impossible to reverse.&lt;br /&gt;
&lt;br /&gt;
===Lightsource===&lt;br /&gt;
The lightsource is the source of light in your pixelart (i.e where the light is coming from). Using a fixed lightsource properly will allow you to shade things properly. Bear in mind that a proper lightsource is vital in the process of [[Dictionary#Shading|Shading]] an object in order to grant it a proper sense of volume and mass.(See [[Dictionary#Pillowshading|Pillowshading]] for more details.)&lt;br /&gt;
&lt;br /&gt;
===Palette===&lt;br /&gt;
Your Palette is the colors used in your art.&lt;br /&gt;
&lt;br /&gt;
===Perspective===&lt;br /&gt;
A perspective is the angle at which your art appears to the viewer.&lt;br /&gt;
&lt;br /&gt;
===Pillowshading===&lt;br /&gt;
Pillow Shading (also known as Pillowshading) is a common mistake among beginning spriters. Pillowshading happens when the sprite is shaded with its lightest shade in the middle and the sarker shades toward the outline. This is bad because it shows no depth and it&amp;#039;s an eyesore. Pillowshading is like an extreme form of banding which covers the entire sprite.&lt;br /&gt;
&lt;br /&gt;
===Readability===&lt;br /&gt;
Reading ease; a sprite with good readability is a sprite that doesn&amp;#039;t have problems representing an object.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on how to effectively create recolors, please go to our [[Recolor]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Recoloring is a technique in which you simply change a sprite&amp;#039;s colors, without modifying or changing the shape in any form.&lt;br /&gt;
&lt;br /&gt;
The technique is often frowned upon when it comes to the creation of &amp;quot;new&amp;quot; characters, when taking a [[Dictionary#rip|ripped]] sprite from a commercially released game and claiming it as your own creation.&lt;br /&gt;
&lt;br /&gt;
However, the technique does have its place when it comes to your own [[Dictionary#Custom_Sprite|custom]] sprites. It can be used to portray alternative forms of the same enemy, for example, or allow for alternative costumes in fighting games.&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
The pixel&amp;#039;s native size. When making sprites, make sure you&amp;#039;re using equally-sized pixels in all the piece and DO NOT resize the sprite to make small details. It&amp;#039;s very unprofessional and ugly.&lt;br /&gt;
&lt;br /&gt;
===Sprite Rip===&lt;br /&gt;
Sprite ripping is simply obtaining in-game graphics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;For more extensive information, visit our [[Sprite Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
===Saturation===&lt;br /&gt;
Saturation is the intensity of a color. More saturation means &amp;#039;more vivid, stronger colors&amp;#039;; less saturation means &amp;#039;dull colors&amp;#039;. Make sure it is well balanced, though. Too much saturation will make your sprite retina-burning, and less saturation might make your work boring.&lt;br /&gt;
&lt;br /&gt;
===Selout===&lt;br /&gt;
Selective Outlining, better known as Sel-Out or Selout, is a technique where you &amp;#039;select&amp;#039; the outlines that will be shaded. Used correctly, it can make your sprite to look more 3D than it would with plain black outlines.&lt;br /&gt;
&lt;br /&gt;
===Shading===&lt;br /&gt;
Shading is meant to show volume and give the viewer an idea of the shape of an object. every bump on a surface will cast a shadow on the opposite side from where the lightsource comes from. stronger lightsources, stronger shadows. more lightsources, less shadows.&lt;br /&gt;
&lt;br /&gt;
===Splice===&lt;br /&gt;
Splicing is a form of edit in which you grab two or more ready-made sprites and fuse them, creating a single sprite. It is usually made with Pokémon sprites, and since the sprites weren&amp;#039;t meant to be fused together, the result will usually not be as good as the beginning sprites&lt;br /&gt;
&lt;br /&gt;
===8-Bit===&lt;br /&gt;
8-Bit refers to the 8-bit era of videogame consoles and is commonly mistaken for a type of sprite style.&lt;br /&gt;
&lt;br /&gt;
== Modeling Dictionary ==&lt;br /&gt;
&lt;br /&gt;
===Model===&lt;br /&gt;
A model is an object that has depth, length and width to make it look like it takes on the third dimension.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
====Bones====&lt;br /&gt;
Bones are objects that allow a model to be animated without having to move the actual mesh.&lt;br /&gt;
====Rigging====&lt;br /&gt;
Rigging is when a part of a model is attached a to a bone to allow for easy animation.&lt;br /&gt;
====UVs====&lt;br /&gt;
UV&amp;#039;s dictate what part of a texture is mapped onto the model.&lt;br /&gt;
====T-Pose, Bind Pose, Reference Pose====&lt;br /&gt;
The default, unanimated state of a 3D model.&lt;br /&gt;
&lt;br /&gt;
For creature and human models, this is usually a pose in which each limb and article points straight from their origin in a general T formation.&lt;br /&gt;
&lt;br /&gt;
Sometimes the bind pose is a 45-degree inverted Y pose, another non-standard pose, or non-existent, due to different animation creation styles and implementations.&lt;br /&gt;
&lt;br /&gt;
====Materials====&lt;br /&gt;
A material describes how the surface of a 3D model reflects or transmits light.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Diffuse=====&lt;br /&gt;
A texture that defines a surface&amp;#039;s main color.&lt;br /&gt;
=====Normal, Bump=====&lt;br /&gt;
A texture that defines a surface&amp;#039;s geometric details (shown with appropriate lighting on that surface.)&lt;br /&gt;
=====Ambient=====&lt;br /&gt;
A color value or texture that defines the surface&amp;#039;s main color.&lt;br /&gt;
=====Specular=====&lt;br /&gt;
A texture that define a surface&amp;#039;s shininess and highlight color. &lt;br /&gt;
=====Alpha=====&lt;br /&gt;
A texture that defines a surface&amp;#039;s opacity.&lt;br /&gt;
=====Self-Illumination, Glow=====&lt;br /&gt;
A texture that defines a surface&amp;#039;s light emission.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Viewing Modes====&lt;br /&gt;
A viewing mode allow a model to be viewed in a different perspective.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Wireframe=====&lt;br /&gt;
Wireframe shows a model with only the polygons, no textures or mesh is shown.&lt;br /&gt;
=====Textured=====&lt;br /&gt;
Textured shows a model with textures, shading and the mesh.&lt;br /&gt;
=====Solid=====&lt;br /&gt;
Solid only shows the mesh, with no textures.&lt;br /&gt;
=====Bounding Boxes=====&lt;br /&gt;
Bounding boxes gives a generalization of where the model is and how much space it takes up.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Model Rip===&lt;br /&gt;
Associated with the capture of a frame of geometry rendered within a program, along with textures, shaders, and rarely bones and animation.&lt;br /&gt;
&lt;br /&gt;
Popularised by association with a commonly used (obsolete) model capture program, 3D Ripper DX.&lt;br /&gt;
&lt;br /&gt;
The resulting capture output format/s are compatible with 3D modelling software.&lt;br /&gt;
&lt;br /&gt;
For more extensive information, visit our [[Model Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
== Textures Dictionary ==&lt;br /&gt;
===Texture Rip===&lt;br /&gt;
For more extensive information, visit our [[Texture Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
A Texture Rip is a texture that comes from a pre-existing model, or more specifically, a texture that has been taken out of an already existing game.&lt;br /&gt;
&lt;br /&gt;
===Custom Texture===&lt;br /&gt;
A custom texture is, to put it simply, a texture that you have made yourself. This term is used because it gives a distinct difference from that of a [[Dictionary#Texture_Rip|texture rip]], in which the texture would have been from an already existing model.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
For more details on how to effectively create recolors, please go to our [[Recolor]] page.&lt;br /&gt;
&lt;br /&gt;
Recoloring is a simple technique in which you change the colors of an already existing texture. This generally serves little purpose with [[Dictionary#Texture_Rip|rips]], but can be a simple means of creating additional alternative outfits within games.&lt;br /&gt;
&lt;br /&gt;
== Sounds Dictionary ==&lt;br /&gt;
=== Sound ===&lt;br /&gt;
A sound is a piece of audio, such as wind blowing, or someone talking&lt;br /&gt;
=== Music ===&lt;br /&gt;
Music is a grouping of sounds to make a certain or desired melody.&lt;br /&gt;
===Sound Rip===&lt;br /&gt;
A sound rip is when a sound is taken from it&amp;#039;s native format, and converted into a more usable one. For more extensive information, visit our [[Sound Ripping]] page.&lt;/div&gt;</summary>
		<author><name>Friedslick6</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1521</id>
		<title>Dictionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1521"/>
		<updated>2017-09-28T01:23:15Z</updated>

		<summary type="html">&lt;p&gt;Friedslick6: Fixed sub-sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are a number of common terms used within the community and this wiki.&lt;br /&gt;
&lt;br /&gt;
== Spriting Dictionary ==&lt;br /&gt;
===Anti-Aliasing===&lt;br /&gt;
[[File:Dictionary-anti-aliasing.jpg|right|100px|thumb|alt=Anti-Aliasing]]&lt;br /&gt;
Anti-Aliasing, often referred to as simply &amp;quot;AA&amp;quot;, is a technique in which you place mid-tone pixels in strategical places to make lines appear smoother.&lt;br /&gt;
&lt;br /&gt;
In the case shown to the right, the black line is anti-aliased by gray pixels placed on the &amp;#039;corners&amp;#039; of each black pixel because the background is white (white+black=gray). If the line was red, then the gray dots would be changed to light pink to portray correct anti-aliasing.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the image example was generated with Photoshop, thus creating a a lot of mid-tone pixels for aliasing. In spriting you would generally use far less anti-aliasing, and place midtones in a more organized manner. AA should only be placed in jagged places; if the line is already smooth without AA, there&amp;#039;s no particular need to add it.&lt;br /&gt;
&lt;br /&gt;
===Banding===&lt;br /&gt;
[[File:Dictionary-banding.png|right|alt=Banding]]&lt;br /&gt;
Banding is considered a highly flawed technique in which shading follows the outline&amp;#039;s shape, thereby creating &amp;quot;steps&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Banding should be avoided as it prevents an object from portraying depth and shape properly.&lt;br /&gt;
&lt;br /&gt;
This is generally considered to be a poor excuse for [[Dictionary#Anti-Aliasing|Anti-Aliasing]].&lt;br /&gt;
&lt;br /&gt;
===Cluster===&lt;br /&gt;
[[File:Dictionary_Cluster.gif|right|alt=Cluster]]&lt;br /&gt;
A pixel cluster is a connected group of pixels of the same color. Note that adjacent pixel clusters with contrast that is too low can appear to be one single cluster.&lt;br /&gt;
&lt;br /&gt;
===Contrast===&lt;br /&gt;
[[File:Dictionary_Contrast.png|right|alt=Contrast]]&lt;br /&gt;
Put simply, Contrast is basically the amount of difference between two colors.&lt;br /&gt;
&lt;br /&gt;
The higher the contrast, the more visible the shades will be, while the lower the contrast, the less visible the shades will be. Palettes with low amounts of contrast usually end up being dull, while ones with high amounts of contrast end up being extremely harsh. Balance between colors and shades is the key.&lt;br /&gt;
&lt;br /&gt;
===Custom Sprite===&lt;br /&gt;
A custom sprite is a &amp;#039;&amp;#039;&amp;#039;COMPLETELY NEW&amp;#039;&amp;#039;&amp;#039; sprite; it doesn&amp;#039;t use another sprite as a base. Note that a sprite made in someone else&amp;#039;s style can still be custom, as long as it isn&amp;#039;t edited from a base.&lt;br /&gt;
&lt;br /&gt;
===Dithering===&lt;br /&gt;
Dithering is a technique in which cross-hatching patterns are used to create midtones.&lt;br /&gt;
&lt;br /&gt;
===Edited Sprite===&lt;br /&gt;
An Edited sprite, also known as a Sprite Edit or simply as an Edit, is created when an existing sprite is changed. Edits can be done to official sprites (from existing games, published or not) or someone else&amp;#039;s custom work. Any work that is created by changing an already existing source would be considered an edit.&lt;br /&gt;
&lt;br /&gt;
===Hueshift===&lt;br /&gt;
Hue Shifting (or Hueshifting) is the process of shifting a color&amp;#039;s hue. Rather than increasing or decreasing a color&amp;#039;s [[Dictionary#Saturation|Saturation]], or [[Dictionary#Contrast|Contrast]], you increase or decrease the color&amp;#039;s Hue instead. Notice also that colors on the exact opposite of the wheel also work as a darker/lighter version of your color. A more dynamic and natural palette of colors is the result of proper hue shifting.&lt;br /&gt;
&lt;br /&gt;
===Isometric===&lt;br /&gt;
Isometric is one kind of perspective. It&amp;#039;s commonly used to used to create the impression of three dimensional space using two dimensional sprites. See [[Dictionary#Perspective|Perspective]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Jagged===&lt;br /&gt;
Also known as Jaggy, or Jaggies, a jagged line is an erratic line that doesn&amp;#039;t appear to be smooth.&lt;br /&gt;
&lt;br /&gt;
===JPEG===&lt;br /&gt;
Also known as JPG, JPEG is a &amp;#039;&amp;#039;lossy&amp;#039;&amp;#039; file format that causes sprites to be unusable. JPG files are often used for photographs or screenshots, but will often distort and reduce the quality of the image. While this is barely noticeable from a distance on a photo, when it comes to sprites which are pixel-perfect, it can be very obvious.&lt;br /&gt;
&lt;br /&gt;
[[File:Jpeg-example.png|alt=An example of a sprite being distorted from being saved as a JPEG|center]]&lt;br /&gt;
&lt;br /&gt;
In the above example, we can see a sprite saved as a PNG (On the left) and as a JPEG (On the right). Saving a sprite as a JPEG is almost always impossible to reverse.&lt;br /&gt;
&lt;br /&gt;
===Lightsource===&lt;br /&gt;
The lightsource is the source of light in your pixelart (i.e where the light is coming from). Using a fixed lightsource properly will allow you to shade things properly. Bear in mind that a proper lightsource is vital in the process of [[Dictionary#Shading|Shading]] an object in order to grant it a proper sense of volume and mass.(See [[Dictionary#Pillowshading|Pillowshading]] for more details.)&lt;br /&gt;
&lt;br /&gt;
===Palette===&lt;br /&gt;
Your Palette is the colors used in your art.&lt;br /&gt;
&lt;br /&gt;
===Perspective===&lt;br /&gt;
A perspective is the angle at which your art appears to the viewer.&lt;br /&gt;
&lt;br /&gt;
===Pillowshading===&lt;br /&gt;
Pillow Shading (also known as Pillowshading) is a common mistake among beginning spriters. Pillowshading happens when the sprite is shaded with its lightest shade in the middle and the sarker shades toward the outline. This is bad because it shows no depth and it&amp;#039;s an eyesore. Pillowshading is like an extreme form of banding which covers the entire sprite.&lt;br /&gt;
&lt;br /&gt;
===Readability===&lt;br /&gt;
Reading ease; a sprite with good readability is a sprite that doesn&amp;#039;t have problems representing an object.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on how to effectively create recolors, please go to our [[Recolor]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Recoloring is a technique in which you simply change a sprite&amp;#039;s colors, without modifying or changing the shape in any form.&lt;br /&gt;
&lt;br /&gt;
The technique is often frowned upon when it comes to the creation of &amp;quot;new&amp;quot; characters, when taking a [[Dictionary#rip|ripped]] sprite from a commercially released game and claiming it as your own creation.&lt;br /&gt;
&lt;br /&gt;
However, the technique does have its place when it comes to your own [[Dictionary#Custom_Sprite|custom]] sprites. It can be used to portray alternative forms of the same enemy, for example, or allow for alternative costumes in fighting games.&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
The pixel&amp;#039;s native size. When making sprites, make sure you&amp;#039;re using equally-sized pixels in all the piece and DO NOT resize the sprite to make small details. It&amp;#039;s very unprofessional and ugly.&lt;br /&gt;
&lt;br /&gt;
===Sprite Rip===&lt;br /&gt;
Sprite ripping is simply obtaining in-game graphics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;For more extensive information, visit our [[Sprite Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
===Saturation===&lt;br /&gt;
Saturation is the intensity of a color. More saturation means &amp;#039;more vivid, stronger colors&amp;#039;; less saturation means &amp;#039;dull colors&amp;#039;. Make sure it is well balanced, though. Too much saturation will make your sprite retina-burning, and less saturation might make your work boring.&lt;br /&gt;
&lt;br /&gt;
===Selout===&lt;br /&gt;
Selective Outlining, better known as Sel-Out or Selout, is a technique where you &amp;#039;select&amp;#039; the outlines that will be shaded. Used correctly, it can make your sprite to look more 3D than it would with plain black outlines.&lt;br /&gt;
&lt;br /&gt;
===Shading===&lt;br /&gt;
Shading is meant to show volume and give the viewer an idea of the shape of an object. every bump on a surface will cast a shadow on the opposite side from where the lightsource comes from. stronger lightsources, stronger shadows. more lightsources, less shadows.&lt;br /&gt;
&lt;br /&gt;
===Splice===&lt;br /&gt;
Splicing is a form of edit in which you grab two or more ready-made sprites and fuse them, creating a single sprite. It is usually made with Pokémon sprites, and since the sprites weren&amp;#039;t meant to be fused together, the result will usually not be as good as the beginning sprites&lt;br /&gt;
&lt;br /&gt;
===8-Bit===&lt;br /&gt;
8-Bit refers to the 8-bit era of videogame consoles and is commonly mistaken for a type of sprite style.&lt;br /&gt;
&lt;br /&gt;
== Modeling Dictionary ==&lt;br /&gt;
&lt;br /&gt;
===Model===&lt;br /&gt;
A model is an object that has depth, length and width to make it look like it takes on the third dimension.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
====Bones====&lt;br /&gt;
Bones are objects that allow a model to be animated without having to move the actual mesh.&lt;br /&gt;
====Rigging====&lt;br /&gt;
Rigging is when a part of a model is attached a to a bone to allow for easy animation.&lt;br /&gt;
====UVs====&lt;br /&gt;
UV&amp;#039;s dictate what part of a texture is mapped onto the model.&lt;br /&gt;
====T-Pose, Bind Pose, Reference Pose====&lt;br /&gt;
The default, unanimated state of a 3D model.&lt;br /&gt;
&lt;br /&gt;
For creature and human models, this is usually a pose in which each limb and article points straight from their origin in a general T formation.&lt;br /&gt;
&lt;br /&gt;
Sometimes the bind pose is a 45-degree inverted Y pose, another non-standard pose, or non-existent, due to different animation creation styles and implementations.&lt;br /&gt;
&lt;br /&gt;
====Materials====&lt;br /&gt;
A material describes how the surface of a 3D model reflects or transmits light.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Diffuse=====&lt;br /&gt;
A texture that defines a surface&amp;#039;s main color.&lt;br /&gt;
=====Normal, Bump=====&lt;br /&gt;
A texture that defines a surface&amp;#039;s geometric details (shown with appropriate lighting on that surface.)&lt;br /&gt;
=====Ambient=====&lt;br /&gt;
A color value or texture that defines the surface&amp;#039;s main color.&lt;br /&gt;
=====Specular=====&lt;br /&gt;
A texture that define a surface&amp;#039;s shininess and highlight color. &lt;br /&gt;
=====Alpha=====&lt;br /&gt;
A texture that defines a surface&amp;#039;s opacity.&lt;br /&gt;
====Self-Illumination, Glow====&lt;br /&gt;
A texture that defines a surface&amp;#039;s light emission.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Viewing Modes====&lt;br /&gt;
A viewing mode allow a model to be viewed in a different perspective.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Wireframe=====&lt;br /&gt;
Wireframe shows a model with only the polygons, no textures or mesh is shown.&lt;br /&gt;
=====Textured=====&lt;br /&gt;
Textured shows a model with textures, shading and the mesh.&lt;br /&gt;
=====Solid=====&lt;br /&gt;
Solid only shows the mesh, with no textures.&lt;br /&gt;
=====Bounding Boxes=====&lt;br /&gt;
Bounding boxes gives a generalization of where the model is and how much space it takes up.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Model Rip===&lt;br /&gt;
Associated with the capture of a frame of geometry rendered within a program, along with textures, shaders, and rarely bones and animation.&lt;br /&gt;
&lt;br /&gt;
Popularised by association with a commonly used (obsolete) model capture program, 3D Ripper DX.&lt;br /&gt;
&lt;br /&gt;
The resulting capture output format/s are compatible with 3D modelling software.&lt;br /&gt;
&lt;br /&gt;
For more extensive information, visit our [[Model Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
== Textures Dictionary ==&lt;br /&gt;
===Texture Rip===&lt;br /&gt;
For more extensive information, visit our [[Texture Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
A Texture Rip is a texture that comes from a pre-existing model, or more specifically, a texture that has been taken out of an already existing game.&lt;br /&gt;
&lt;br /&gt;
===Custom Texture===&lt;br /&gt;
A custom texture is, to put it simply, a texture that you have made yourself. This term is used because it gives a distinct difference from that of a [[Dictionary#Texture_Rip|texture rip]], in which the texture would have been from an already existing model.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
For more details on how to effectively create recolors, please go to our [[Recolor]] page.&lt;br /&gt;
&lt;br /&gt;
Recoloring is a simple technique in which you change the colors of an already existing texture. This generally serves little purpose with [[Dictionary#Texture_Rip|rips]], but can be a simple means of creating additional alternative outfits within games.&lt;br /&gt;
&lt;br /&gt;
== Sounds Dictionary ==&lt;br /&gt;
=== Sound ===&lt;br /&gt;
A sound is a piece of audio, such as wind blowing, or someone talking&lt;br /&gt;
=== Music ===&lt;br /&gt;
Music is a grouping of sounds to make a certain or desired melody.&lt;br /&gt;
===Sound Rip===&lt;br /&gt;
A sound rip is when a sound is taken from it&amp;#039;s native format, and converted into a more usable one. For more extensive information, visit our [[Sound Ripping]] page.&lt;/div&gt;</summary>
		<author><name>Friedslick6</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1520</id>
		<title>Dictionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1520"/>
		<updated>2017-09-28T01:19:41Z</updated>

		<summary type="html">&lt;p&gt;Friedslick6: Added all the most common material types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are a number of common terms used within the community and this wiki.&lt;br /&gt;
&lt;br /&gt;
== Spriting Dictionary ==&lt;br /&gt;
===Anti-Aliasing===&lt;br /&gt;
[[File:Dictionary-anti-aliasing.jpg|right|100px|thumb|alt=Anti-Aliasing]]&lt;br /&gt;
Anti-Aliasing, often referred to as simply &amp;quot;AA&amp;quot;, is a technique in which you place mid-tone pixels in strategical places to make lines appear smoother.&lt;br /&gt;
&lt;br /&gt;
In the case shown to the right, the black line is anti-aliased by gray pixels placed on the &amp;#039;corners&amp;#039; of each black pixel because the background is white (white+black=gray). If the line was red, then the gray dots would be changed to light pink to portray correct anti-aliasing.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the image example was generated with Photoshop, thus creating a a lot of mid-tone pixels for aliasing. In spriting you would generally use far less anti-aliasing, and place midtones in a more organized manner. AA should only be placed in jagged places; if the line is already smooth without AA, there&amp;#039;s no particular need to add it.&lt;br /&gt;
&lt;br /&gt;
===Banding===&lt;br /&gt;
[[File:Dictionary-banding.png|right|alt=Banding]]&lt;br /&gt;
Banding is considered a highly flawed technique in which shading follows the outline&amp;#039;s shape, thereby creating &amp;quot;steps&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Banding should be avoided as it prevents an object from portraying depth and shape properly.&lt;br /&gt;
&lt;br /&gt;
This is generally considered to be a poor excuse for [[Dictionary#Anti-Aliasing|Anti-Aliasing]].&lt;br /&gt;
&lt;br /&gt;
===Cluster===&lt;br /&gt;
[[File:Dictionary_Cluster.gif|right|alt=Cluster]]&lt;br /&gt;
A pixel cluster is a connected group of pixels of the same color. Note that adjacent pixel clusters with contrast that is too low can appear to be one single cluster.&lt;br /&gt;
&lt;br /&gt;
===Contrast===&lt;br /&gt;
[[File:Dictionary_Contrast.png|right|alt=Contrast]]&lt;br /&gt;
Put simply, Contrast is basically the amount of difference between two colors.&lt;br /&gt;
&lt;br /&gt;
The higher the contrast, the more visible the shades will be, while the lower the contrast, the less visible the shades will be. Palettes with low amounts of contrast usually end up being dull, while ones with high amounts of contrast end up being extremely harsh. Balance between colors and shades is the key.&lt;br /&gt;
&lt;br /&gt;
===Custom Sprite===&lt;br /&gt;
A custom sprite is a &amp;#039;&amp;#039;&amp;#039;COMPLETELY NEW&amp;#039;&amp;#039;&amp;#039; sprite; it doesn&amp;#039;t use another sprite as a base. Note that a sprite made in someone else&amp;#039;s style can still be custom, as long as it isn&amp;#039;t edited from a base.&lt;br /&gt;
&lt;br /&gt;
===Dithering===&lt;br /&gt;
Dithering is a technique in which cross-hatching patterns are used to create midtones.&lt;br /&gt;
&lt;br /&gt;
===Edited Sprite===&lt;br /&gt;
An Edited sprite, also known as a Sprite Edit or simply as an Edit, is created when an existing sprite is changed. Edits can be done to official sprites (from existing games, published or not) or someone else&amp;#039;s custom work. Any work that is created by changing an already existing source would be considered an edit.&lt;br /&gt;
&lt;br /&gt;
===Hueshift===&lt;br /&gt;
Hue Shifting (or Hueshifting) is the process of shifting a color&amp;#039;s hue. Rather than increasing or decreasing a color&amp;#039;s [[Dictionary#Saturation|Saturation]], or [[Dictionary#Contrast|Contrast]], you increase or decrease the color&amp;#039;s Hue instead. Notice also that colors on the exact opposite of the wheel also work as a darker/lighter version of your color. A more dynamic and natural palette of colors is the result of proper hue shifting.&lt;br /&gt;
&lt;br /&gt;
===Isometric===&lt;br /&gt;
Isometric is one kind of perspective. It&amp;#039;s commonly used to used to create the impression of three dimensional space using two dimensional sprites. See [[Dictionary#Perspective|Perspective]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Jagged===&lt;br /&gt;
Also known as Jaggy, or Jaggies, a jagged line is an erratic line that doesn&amp;#039;t appear to be smooth.&lt;br /&gt;
&lt;br /&gt;
===JPEG===&lt;br /&gt;
Also known as JPG, JPEG is a &amp;#039;&amp;#039;lossy&amp;#039;&amp;#039; file format that causes sprites to be unusable. JPG files are often used for photographs or screenshots, but will often distort and reduce the quality of the image. While this is barely noticeable from a distance on a photo, when it comes to sprites which are pixel-perfect, it can be very obvious.&lt;br /&gt;
&lt;br /&gt;
[[File:Jpeg-example.png|alt=An example of a sprite being distorted from being saved as a JPEG|center]]&lt;br /&gt;
&lt;br /&gt;
In the above example, we can see a sprite saved as a PNG (On the left) and as a JPEG (On the right). Saving a sprite as a JPEG is almost always impossible to reverse.&lt;br /&gt;
&lt;br /&gt;
===Lightsource===&lt;br /&gt;
The lightsource is the source of light in your pixelart (i.e where the light is coming from). Using a fixed lightsource properly will allow you to shade things properly. Bear in mind that a proper lightsource is vital in the process of [[Dictionary#Shading|Shading]] an object in order to grant it a proper sense of volume and mass.(See [[Dictionary#Pillowshading|Pillowshading]] for more details.)&lt;br /&gt;
&lt;br /&gt;
===Palette===&lt;br /&gt;
Your Palette is the colors used in your art.&lt;br /&gt;
&lt;br /&gt;
===Perspective===&lt;br /&gt;
A perspective is the angle at which your art appears to the viewer.&lt;br /&gt;
&lt;br /&gt;
===Pillowshading===&lt;br /&gt;
Pillow Shading (also known as Pillowshading) is a common mistake among beginning spriters. Pillowshading happens when the sprite is shaded with its lightest shade in the middle and the sarker shades toward the outline. This is bad because it shows no depth and it&amp;#039;s an eyesore. Pillowshading is like an extreme form of banding which covers the entire sprite.&lt;br /&gt;
&lt;br /&gt;
===Readability===&lt;br /&gt;
Reading ease; a sprite with good readability is a sprite that doesn&amp;#039;t have problems representing an object.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on how to effectively create recolors, please go to our [[Recolor]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Recoloring is a technique in which you simply change a sprite&amp;#039;s colors, without modifying or changing the shape in any form.&lt;br /&gt;
&lt;br /&gt;
The technique is often frowned upon when it comes to the creation of &amp;quot;new&amp;quot; characters, when taking a [[Dictionary#rip|ripped]] sprite from a commercially released game and claiming it as your own creation.&lt;br /&gt;
&lt;br /&gt;
However, the technique does have its place when it comes to your own [[Dictionary#Custom_Sprite|custom]] sprites. It can be used to portray alternative forms of the same enemy, for example, or allow for alternative costumes in fighting games.&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
The pixel&amp;#039;s native size. When making sprites, make sure you&amp;#039;re using equally-sized pixels in all the piece and DO NOT resize the sprite to make small details. It&amp;#039;s very unprofessional and ugly.&lt;br /&gt;
&lt;br /&gt;
===Sprite Rip===&lt;br /&gt;
Sprite ripping is simply obtaining in-game graphics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;For more extensive information, visit our [[Sprite Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
===Saturation===&lt;br /&gt;
Saturation is the intensity of a color. More saturation means &amp;#039;more vivid, stronger colors&amp;#039;; less saturation means &amp;#039;dull colors&amp;#039;. Make sure it is well balanced, though. Too much saturation will make your sprite retina-burning, and less saturation might make your work boring.&lt;br /&gt;
&lt;br /&gt;
===Selout===&lt;br /&gt;
Selective Outlining, better known as Sel-Out or Selout, is a technique where you &amp;#039;select&amp;#039; the outlines that will be shaded. Used correctly, it can make your sprite to look more 3D than it would with plain black outlines.&lt;br /&gt;
&lt;br /&gt;
===Shading===&lt;br /&gt;
Shading is meant to show volume and give the viewer an idea of the shape of an object. every bump on a surface will cast a shadow on the opposite side from where the lightsource comes from. stronger lightsources, stronger shadows. more lightsources, less shadows.&lt;br /&gt;
&lt;br /&gt;
===Splice===&lt;br /&gt;
Splicing is a form of edit in which you grab two or more ready-made sprites and fuse them, creating a single sprite. It is usually made with Pokémon sprites, and since the sprites weren&amp;#039;t meant to be fused together, the result will usually not be as good as the beginning sprites&lt;br /&gt;
&lt;br /&gt;
===8-Bit===&lt;br /&gt;
8-Bit refers to the 8-bit era of videogame consoles and is commonly mistaken for a type of sprite style.&lt;br /&gt;
&lt;br /&gt;
== Modeling Dictionary ==&lt;br /&gt;
&lt;br /&gt;
===Model===&lt;br /&gt;
A model is an object that has depth, length and width to make it look like it takes on the third dimension.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
====Bones====&lt;br /&gt;
Bones are objects that allow a model to be animated without having to move the actual mesh.&lt;br /&gt;
====Rigging====&lt;br /&gt;
Rigging is when a part of a model is attached a to a bone to allow for easy animation.&lt;br /&gt;
====UVs====&lt;br /&gt;
UV&amp;#039;s dictate what part of a texture is mapped onto the model.&lt;br /&gt;
====T-Pose, Bind Pose, Reference Pose====&lt;br /&gt;
The default, unanimated state of a 3D model.&lt;br /&gt;
&lt;br /&gt;
For creature and human models, this is usually a pose in which each limb and article points straight from their origin in a general T formation.&lt;br /&gt;
&lt;br /&gt;
Sometimes the bind pose is a 45-degree inverted Y pose, another non-standard pose, or non-existent, due to different animation creation styles and implementations.&lt;br /&gt;
&lt;br /&gt;
====Materials====&lt;br /&gt;
A material describes how the surface of a 3D model reflects or transmits light.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
====Diffuse====&lt;br /&gt;
A texture that defines a surface&amp;#039;s main color.&lt;br /&gt;
====Normal, Bump====&lt;br /&gt;
A texture that defines a surface&amp;#039;s geometric details (shown with appropriate lighting on that surface.)&lt;br /&gt;
====Ambient====&lt;br /&gt;
A color value or texture that defines the surface&amp;#039;s main color.&lt;br /&gt;
====Specular====&lt;br /&gt;
A texture that define a surface&amp;#039;s shininess and highlight color. &lt;br /&gt;
====Alpha====&lt;br /&gt;
A texture that defines a surface&amp;#039;s opacity.&lt;br /&gt;
====Self-Illumination, Glow====&lt;br /&gt;
A texture that defines a surface&amp;#039;s light emission.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Viewing Modes====&lt;br /&gt;
A viewing mode allow a model to be viewed in a different perspective.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Wireframe=====&lt;br /&gt;
Wireframe shows a model with only the polygons, no textures or mesh is shown.&lt;br /&gt;
=====Textured=====&lt;br /&gt;
Textured shows a model with textures, shading and the mesh.&lt;br /&gt;
=====Solid=====&lt;br /&gt;
Solid only shows the mesh, with no textures.&lt;br /&gt;
=====Bounding Boxes=====&lt;br /&gt;
Bounding boxes gives a generalization of where the model is and how much space it takes up.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Model Rip===&lt;br /&gt;
Associated with the capture of a frame of geometry rendered within a program, along with textures, shaders, and rarely bones and animation.&lt;br /&gt;
&lt;br /&gt;
Popularised by association with a commonly used (obsolete) model capture program, 3D Ripper DX.&lt;br /&gt;
&lt;br /&gt;
The resulting capture output format/s are compatible with 3D modelling software.&lt;br /&gt;
&lt;br /&gt;
For more extensive information, visit our [[Model Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
== Textures Dictionary ==&lt;br /&gt;
===Texture Rip===&lt;br /&gt;
For more extensive information, visit our [[Texture Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
A Texture Rip is a texture that comes from a pre-existing model, or more specifically, a texture that has been taken out of an already existing game.&lt;br /&gt;
&lt;br /&gt;
===Custom Texture===&lt;br /&gt;
A custom texture is, to put it simply, a texture that you have made yourself. This term is used because it gives a distinct difference from that of a [[Dictionary#Texture_Rip|texture rip]], in which the texture would have been from an already existing model.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
For more details on how to effectively create recolors, please go to our [[Recolor]] page.&lt;br /&gt;
&lt;br /&gt;
Recoloring is a simple technique in which you change the colors of an already existing texture. This generally serves little purpose with [[Dictionary#Texture_Rip|rips]], but can be a simple means of creating additional alternative outfits within games.&lt;br /&gt;
&lt;br /&gt;
== Sounds Dictionary ==&lt;br /&gt;
=== Sound ===&lt;br /&gt;
A sound is a piece of audio, such as wind blowing, or someone talking&lt;br /&gt;
=== Music ===&lt;br /&gt;
Music is a grouping of sounds to make a certain or desired melody.&lt;br /&gt;
===Sound Rip===&lt;br /&gt;
A sound rip is when a sound is taken from it&amp;#039;s native format, and converted into a more usable one. For more extensive information, visit our [[Sound Ripping]] page.&lt;/div&gt;</summary>
		<author><name>Friedslick6</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1519</id>
		<title>Dictionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1519"/>
		<updated>2017-09-28T00:49:15Z</updated>

		<summary type="html">&lt;p&gt;Friedslick6: The truth about T-poses revealed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are a number of common terms used within the community and this wiki.&lt;br /&gt;
&lt;br /&gt;
== Spriting Dictionary ==&lt;br /&gt;
===Anti-Aliasing===&lt;br /&gt;
[[File:Dictionary-anti-aliasing.jpg|right|100px|thumb|alt=Anti-Aliasing]]&lt;br /&gt;
Anti-Aliasing, often referred to as simply &amp;quot;AA&amp;quot;, is a technique in which you place mid-tone pixels in strategical places to make lines appear smoother.&lt;br /&gt;
&lt;br /&gt;
In the case shown to the right, the black line is anti-aliased by gray pixels placed on the &amp;#039;corners&amp;#039; of each black pixel because the background is white (white+black=gray). If the line was red, then the gray dots would be changed to light pink to portray correct anti-aliasing.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the image example was generated with Photoshop, thus creating a a lot of mid-tone pixels for aliasing. In spriting you would generally use far less anti-aliasing, and place midtones in a more organized manner. AA should only be placed in jagged places; if the line is already smooth without AA, there&amp;#039;s no particular need to add it.&lt;br /&gt;
&lt;br /&gt;
===Banding===&lt;br /&gt;
[[File:Dictionary-banding.png|right|alt=Banding]]&lt;br /&gt;
Banding is considered a highly flawed technique in which shading follows the outline&amp;#039;s shape, thereby creating &amp;quot;steps&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Banding should be avoided as it prevents an object from portraying depth and shape properly.&lt;br /&gt;
&lt;br /&gt;
This is generally considered to be a poor excuse for [[Dictionary#Anti-Aliasing|Anti-Aliasing]].&lt;br /&gt;
&lt;br /&gt;
===Cluster===&lt;br /&gt;
[[File:Dictionary_Cluster.gif|right|alt=Cluster]]&lt;br /&gt;
A pixel cluster is a connected group of pixels of the same color. Note that adjacent pixel clusters with contrast that is too low can appear to be one single cluster.&lt;br /&gt;
&lt;br /&gt;
===Contrast===&lt;br /&gt;
[[File:Dictionary_Contrast.png|right|alt=Contrast]]&lt;br /&gt;
Put simply, Contrast is basically the amount of difference between two colors.&lt;br /&gt;
&lt;br /&gt;
The higher the contrast, the more visible the shades will be, while the lower the contrast, the less visible the shades will be. Palettes with low amounts of contrast usually end up being dull, while ones with high amounts of contrast end up being extremely harsh. Balance between colors and shades is the key.&lt;br /&gt;
&lt;br /&gt;
===Custom Sprite===&lt;br /&gt;
A custom sprite is a &amp;#039;&amp;#039;&amp;#039;COMPLETELY NEW&amp;#039;&amp;#039;&amp;#039; sprite; it doesn&amp;#039;t use another sprite as a base. Note that a sprite made in someone else&amp;#039;s style can still be custom, as long as it isn&amp;#039;t edited from a base.&lt;br /&gt;
&lt;br /&gt;
===Dithering===&lt;br /&gt;
Dithering is a technique in which cross-hatching patterns are used to create midtones.&lt;br /&gt;
&lt;br /&gt;
===Edited Sprite===&lt;br /&gt;
An Edited sprite, also known as a Sprite Edit or simply as an Edit, is created when an existing sprite is changed. Edits can be done to official sprites (from existing games, published or not) or someone else&amp;#039;s custom work. Any work that is created by changing an already existing source would be considered an edit.&lt;br /&gt;
&lt;br /&gt;
===Hueshift===&lt;br /&gt;
Hue Shifting (or Hueshifting) is the process of shifting a color&amp;#039;s hue. Rather than increasing or decreasing a color&amp;#039;s [[Dictionary#Saturation|Saturation]], or [[Dictionary#Contrast|Contrast]], you increase or decrease the color&amp;#039;s Hue instead. Notice also that colors on the exact opposite of the wheel also work as a darker/lighter version of your color. A more dynamic and natural palette of colors is the result of proper hue shifting.&lt;br /&gt;
&lt;br /&gt;
===Isometric===&lt;br /&gt;
Isometric is one kind of perspective. It&amp;#039;s commonly used to used to create the impression of three dimensional space using two dimensional sprites. See [[Dictionary#Perspective|Perspective]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Jagged===&lt;br /&gt;
Also known as Jaggy, or Jaggies, a jagged line is an erratic line that doesn&amp;#039;t appear to be smooth.&lt;br /&gt;
&lt;br /&gt;
===JPEG===&lt;br /&gt;
Also known as JPG, JPEG is a &amp;#039;&amp;#039;lossy&amp;#039;&amp;#039; file format that causes sprites to be unusable. JPG files are often used for photographs or screenshots, but will often distort and reduce the quality of the image. While this is barely noticeable from a distance on a photo, when it comes to sprites which are pixel-perfect, it can be very obvious.&lt;br /&gt;
&lt;br /&gt;
[[File:Jpeg-example.png|alt=An example of a sprite being distorted from being saved as a JPEG|center]]&lt;br /&gt;
&lt;br /&gt;
In the above example, we can see a sprite saved as a PNG (On the left) and as a JPEG (On the right). Saving a sprite as a JPEG is almost always impossible to reverse.&lt;br /&gt;
&lt;br /&gt;
===Lightsource===&lt;br /&gt;
The lightsource is the source of light in your pixelart (i.e where the light is coming from). Using a fixed lightsource properly will allow you to shade things properly. Bear in mind that a proper lightsource is vital in the process of [[Dictionary#Shading|Shading]] an object in order to grant it a proper sense of volume and mass.(See [[Dictionary#Pillowshading|Pillowshading]] for more details.)&lt;br /&gt;
&lt;br /&gt;
===Palette===&lt;br /&gt;
Your Palette is the colors used in your art.&lt;br /&gt;
&lt;br /&gt;
===Perspective===&lt;br /&gt;
A perspective is the angle at which your art appears to the viewer.&lt;br /&gt;
&lt;br /&gt;
===Pillowshading===&lt;br /&gt;
Pillow Shading (also known as Pillowshading) is a common mistake among beginning spriters. Pillowshading happens when the sprite is shaded with its lightest shade in the middle and the sarker shades toward the outline. This is bad because it shows no depth and it&amp;#039;s an eyesore. Pillowshading is like an extreme form of banding which covers the entire sprite.&lt;br /&gt;
&lt;br /&gt;
===Readability===&lt;br /&gt;
Reading ease; a sprite with good readability is a sprite that doesn&amp;#039;t have problems representing an object.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on how to effectively create recolors, please go to our [[Recolor]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Recoloring is a technique in which you simply change a sprite&amp;#039;s colors, without modifying or changing the shape in any form.&lt;br /&gt;
&lt;br /&gt;
The technique is often frowned upon when it comes to the creation of &amp;quot;new&amp;quot; characters, when taking a [[Dictionary#rip|ripped]] sprite from a commercially released game and claiming it as your own creation.&lt;br /&gt;
&lt;br /&gt;
However, the technique does have its place when it comes to your own [[Dictionary#Custom_Sprite|custom]] sprites. It can be used to portray alternative forms of the same enemy, for example, or allow for alternative costumes in fighting games.&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
The pixel&amp;#039;s native size. When making sprites, make sure you&amp;#039;re using equally-sized pixels in all the piece and DO NOT resize the sprite to make small details. It&amp;#039;s very unprofessional and ugly.&lt;br /&gt;
&lt;br /&gt;
===Sprite Rip===&lt;br /&gt;
Sprite ripping is simply obtaining in-game graphics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;For more extensive information, visit our [[Sprite Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
===Saturation===&lt;br /&gt;
Saturation is the intensity of a color. More saturation means &amp;#039;more vivid, stronger colors&amp;#039;; less saturation means &amp;#039;dull colors&amp;#039;. Make sure it is well balanced, though. Too much saturation will make your sprite retina-burning, and less saturation might make your work boring.&lt;br /&gt;
&lt;br /&gt;
===Selout===&lt;br /&gt;
Selective Outlining, better known as Sel-Out or Selout, is a technique where you &amp;#039;select&amp;#039; the outlines that will be shaded. Used correctly, it can make your sprite to look more 3D than it would with plain black outlines.&lt;br /&gt;
&lt;br /&gt;
===Shading===&lt;br /&gt;
Shading is meant to show volume and give the viewer an idea of the shape of an object. every bump on a surface will cast a shadow on the opposite side from where the lightsource comes from. stronger lightsources, stronger shadows. more lightsources, less shadows.&lt;br /&gt;
&lt;br /&gt;
===Splice===&lt;br /&gt;
Splicing is a form of edit in which you grab two or more ready-made sprites and fuse them, creating a single sprite. It is usually made with Pokémon sprites, and since the sprites weren&amp;#039;t meant to be fused together, the result will usually not be as good as the beginning sprites&lt;br /&gt;
&lt;br /&gt;
===8-Bit===&lt;br /&gt;
8-Bit refers to the 8-bit era of videogame consoles and is commonly mistaken for a type of sprite style.&lt;br /&gt;
&lt;br /&gt;
== Modeling Dictionary ==&lt;br /&gt;
&lt;br /&gt;
===Model===&lt;br /&gt;
A model is an object that has depth, length and width to make it look like it takes on the third dimension.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
====Bones====&lt;br /&gt;
Bones are objects that allow a model to be animated without having to move the actual mesh.&lt;br /&gt;
====Rigging====&lt;br /&gt;
Rigging is when a part of a model is attached a to a bone to allow for easy animation.&lt;br /&gt;
====UVs====&lt;br /&gt;
UV&amp;#039;s dictate what part of a texture is mapped onto the model.&lt;br /&gt;
====T-Pose, Bind Pose, Reference Pose====&lt;br /&gt;
The default, unanimated state of a 3D model.&lt;br /&gt;
&lt;br /&gt;
For creature and human models, this is usually a pose in which each limb and article points straight from their origin in a general T formation.&lt;br /&gt;
&lt;br /&gt;
Sometimes the bind pose is a 45-degree inverted Y pose, another non-standard pose, or non-existent, due to different animation creation styles and implementations.&lt;br /&gt;
&lt;br /&gt;
====Materials====&lt;br /&gt;
A material is a texture that can be applied to any part of the 3D model.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
====Viewing Modes====&lt;br /&gt;
A viewing mode allow a model to be viewed in a different perspective.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Wireframe=====&lt;br /&gt;
Wireframe shows a model with only the polygons, no textures or mesh is shown.&lt;br /&gt;
=====Textured=====&lt;br /&gt;
Textured shows a model with textures, shading and the mesh.&lt;br /&gt;
=====Solid=====&lt;br /&gt;
Solid only shows the mesh, with no textures.&lt;br /&gt;
=====Bounding Boxes=====&lt;br /&gt;
Bounding boxes gives a generalization of where the model is and how much space it takes up.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Model Rip===&lt;br /&gt;
Associated with the capture of a frame of geometry rendered within a program, along with textures, shaders, and rarely bones and animation.&lt;br /&gt;
&lt;br /&gt;
Popularised by association with a commonly used (obsolete) model capture program, 3D Ripper DX.&lt;br /&gt;
&lt;br /&gt;
The resulting capture output format/s are compatible with 3D modelling software.&lt;br /&gt;
&lt;br /&gt;
For more extensive information, visit our [[Model Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
== Textures Dictionary ==&lt;br /&gt;
===Texture Rip===&lt;br /&gt;
For more extensive information, visit our [[Texture Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
A Texture Rip is a texture that comes from a pre-existing model, or more specifically, a texture that has been taken out of an already existing game.&lt;br /&gt;
&lt;br /&gt;
===Custom Texture===&lt;br /&gt;
A custom texture is, to put it simply, a texture that you have made yourself. This term is used because it gives a distinct difference from that of a [[Dictionary#Texture_Rip|texture rip]], in which the texture would have been from an already existing model.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
For more details on how to effectively create recolors, please go to our [[Recolor]] page.&lt;br /&gt;
&lt;br /&gt;
Recoloring is a simple technique in which you change the colors of an already existing texture. This generally serves little purpose with [[Dictionary#Texture_Rip|rips]], but can be a simple means of creating additional alternative outfits within games.&lt;br /&gt;
&lt;br /&gt;
== Sounds Dictionary ==&lt;br /&gt;
=== Sound ===&lt;br /&gt;
A sound is a piece of audio, such as wind blowing, or someone talking&lt;br /&gt;
=== Music ===&lt;br /&gt;
Music is a grouping of sounds to make a certain or desired melody.&lt;br /&gt;
===Sound Rip===&lt;br /&gt;
A sound rip is when a sound is taken from it&amp;#039;s native format, and converted into a more usable one. For more extensive information, visit our [[Sound Ripping]] page.&lt;/div&gt;</summary>
		<author><name>Friedslick6</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1518</id>
		<title>Dictionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1518"/>
		<updated>2017-09-28T00:31:35Z</updated>

		<summary type="html">&lt;p&gt;Friedslick6: model ripping =/= ripping models&lt;/p&gt;
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&lt;div&gt;Below are a number of common terms used within the community and this wiki.&lt;br /&gt;
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== Spriting Dictionary ==&lt;br /&gt;
===Anti-Aliasing===&lt;br /&gt;
[[File:Dictionary-anti-aliasing.jpg|right|100px|thumb|alt=Anti-Aliasing]]&lt;br /&gt;
Anti-Aliasing, often referred to as simply &amp;quot;AA&amp;quot;, is a technique in which you place mid-tone pixels in strategical places to make lines appear smoother.&lt;br /&gt;
&lt;br /&gt;
In the case shown to the right, the black line is anti-aliased by gray pixels placed on the &amp;#039;corners&amp;#039; of each black pixel because the background is white (white+black=gray). If the line was red, then the gray dots would be changed to light pink to portray correct anti-aliasing.&lt;br /&gt;
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Keep in mind that the image example was generated with Photoshop, thus creating a a lot of mid-tone pixels for aliasing. In spriting you would generally use far less anti-aliasing, and place midtones in a more organized manner. AA should only be placed in jagged places; if the line is already smooth without AA, there&amp;#039;s no particular need to add it.&lt;br /&gt;
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===Banding===&lt;br /&gt;
[[File:Dictionary-banding.png|right|alt=Banding]]&lt;br /&gt;
Banding is considered a highly flawed technique in which shading follows the outline&amp;#039;s shape, thereby creating &amp;quot;steps&amp;quot;.&lt;br /&gt;
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Banding should be avoided as it prevents an object from portraying depth and shape properly.&lt;br /&gt;
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This is generally considered to be a poor excuse for [[Dictionary#Anti-Aliasing|Anti-Aliasing]].&lt;br /&gt;
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===Cluster===&lt;br /&gt;
[[File:Dictionary_Cluster.gif|right|alt=Cluster]]&lt;br /&gt;
A pixel cluster is a connected group of pixels of the same color. Note that adjacent pixel clusters with contrast that is too low can appear to be one single cluster.&lt;br /&gt;
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===Contrast===&lt;br /&gt;
[[File:Dictionary_Contrast.png|right|alt=Contrast]]&lt;br /&gt;
Put simply, Contrast is basically the amount of difference between two colors.&lt;br /&gt;
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The higher the contrast, the more visible the shades will be, while the lower the contrast, the less visible the shades will be. Palettes with low amounts of contrast usually end up being dull, while ones with high amounts of contrast end up being extremely harsh. Balance between colors and shades is the key.&lt;br /&gt;
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===Custom Sprite===&lt;br /&gt;
A custom sprite is a &amp;#039;&amp;#039;&amp;#039;COMPLETELY NEW&amp;#039;&amp;#039;&amp;#039; sprite; it doesn&amp;#039;t use another sprite as a base. Note that a sprite made in someone else&amp;#039;s style can still be custom, as long as it isn&amp;#039;t edited from a base.&lt;br /&gt;
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===Dithering===&lt;br /&gt;
Dithering is a technique in which cross-hatching patterns are used to create midtones.&lt;br /&gt;
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===Edited Sprite===&lt;br /&gt;
An Edited sprite, also known as a Sprite Edit or simply as an Edit, is created when an existing sprite is changed. Edits can be done to official sprites (from existing games, published or not) or someone else&amp;#039;s custom work. Any work that is created by changing an already existing source would be considered an edit.&lt;br /&gt;
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===Hueshift===&lt;br /&gt;
Hue Shifting (or Hueshifting) is the process of shifting a color&amp;#039;s hue. Rather than increasing or decreasing a color&amp;#039;s [[Dictionary#Saturation|Saturation]], or [[Dictionary#Contrast|Contrast]], you increase or decrease the color&amp;#039;s Hue instead. Notice also that colors on the exact opposite of the wheel also work as a darker/lighter version of your color. A more dynamic and natural palette of colors is the result of proper hue shifting.&lt;br /&gt;
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===Isometric===&lt;br /&gt;
Isometric is one kind of perspective. It&amp;#039;s commonly used to used to create the impression of three dimensional space using two dimensional sprites. See [[Dictionary#Perspective|Perspective]] for more information.&lt;br /&gt;
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===Jagged===&lt;br /&gt;
Also known as Jaggy, or Jaggies, a jagged line is an erratic line that doesn&amp;#039;t appear to be smooth.&lt;br /&gt;
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===JPEG===&lt;br /&gt;
Also known as JPG, JPEG is a &amp;#039;&amp;#039;lossy&amp;#039;&amp;#039; file format that causes sprites to be unusable. JPG files are often used for photographs or screenshots, but will often distort and reduce the quality of the image. While this is barely noticeable from a distance on a photo, when it comes to sprites which are pixel-perfect, it can be very obvious.&lt;br /&gt;
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[[File:Jpeg-example.png|alt=An example of a sprite being distorted from being saved as a JPEG|center]]&lt;br /&gt;
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In the above example, we can see a sprite saved as a PNG (On the left) and as a JPEG (On the right). Saving a sprite as a JPEG is almost always impossible to reverse.&lt;br /&gt;
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===Lightsource===&lt;br /&gt;
The lightsource is the source of light in your pixelart (i.e where the light is coming from). Using a fixed lightsource properly will allow you to shade things properly. Bear in mind that a proper lightsource is vital in the process of [[Dictionary#Shading|Shading]] an object in order to grant it a proper sense of volume and mass.(See [[Dictionary#Pillowshading|Pillowshading]] for more details.)&lt;br /&gt;
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===Palette===&lt;br /&gt;
Your Palette is the colors used in your art.&lt;br /&gt;
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===Perspective===&lt;br /&gt;
A perspective is the angle at which your art appears to the viewer.&lt;br /&gt;
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===Pillowshading===&lt;br /&gt;
Pillow Shading (also known as Pillowshading) is a common mistake among beginning spriters. Pillowshading happens when the sprite is shaded with its lightest shade in the middle and the sarker shades toward the outline. This is bad because it shows no depth and it&amp;#039;s an eyesore. Pillowshading is like an extreme form of banding which covers the entire sprite.&lt;br /&gt;
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===Readability===&lt;br /&gt;
Reading ease; a sprite with good readability is a sprite that doesn&amp;#039;t have problems representing an object.&lt;br /&gt;
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===Recolor===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on how to effectively create recolors, please go to our [[Recolor]] page.&amp;#039;&amp;#039;&lt;br /&gt;
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Recoloring is a technique in which you simply change a sprite&amp;#039;s colors, without modifying or changing the shape in any form.&lt;br /&gt;
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The technique is often frowned upon when it comes to the creation of &amp;quot;new&amp;quot; characters, when taking a [[Dictionary#rip|ripped]] sprite from a commercially released game and claiming it as your own creation.&lt;br /&gt;
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However, the technique does have its place when it comes to your own [[Dictionary#Custom_Sprite|custom]] sprites. It can be used to portray alternative forms of the same enemy, for example, or allow for alternative costumes in fighting games.&lt;br /&gt;
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===Resolution===&lt;br /&gt;
The pixel&amp;#039;s native size. When making sprites, make sure you&amp;#039;re using equally-sized pixels in all the piece and DO NOT resize the sprite to make small details. It&amp;#039;s very unprofessional and ugly.&lt;br /&gt;
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===Sprite Rip===&lt;br /&gt;
Sprite ripping is simply obtaining in-game graphics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;For more extensive information, visit our [[Sprite Ripping]] page.&lt;br /&gt;
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===Saturation===&lt;br /&gt;
Saturation is the intensity of a color. More saturation means &amp;#039;more vivid, stronger colors&amp;#039;; less saturation means &amp;#039;dull colors&amp;#039;. Make sure it is well balanced, though. Too much saturation will make your sprite retina-burning, and less saturation might make your work boring.&lt;br /&gt;
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===Selout===&lt;br /&gt;
Selective Outlining, better known as Sel-Out or Selout, is a technique where you &amp;#039;select&amp;#039; the outlines that will be shaded. Used correctly, it can make your sprite to look more 3D than it would with plain black outlines.&lt;br /&gt;
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===Shading===&lt;br /&gt;
Shading is meant to show volume and give the viewer an idea of the shape of an object. every bump on a surface will cast a shadow on the opposite side from where the lightsource comes from. stronger lightsources, stronger shadows. more lightsources, less shadows.&lt;br /&gt;
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===Splice===&lt;br /&gt;
Splicing is a form of edit in which you grab two or more ready-made sprites and fuse them, creating a single sprite. It is usually made with Pokémon sprites, and since the sprites weren&amp;#039;t meant to be fused together, the result will usually not be as good as the beginning sprites&lt;br /&gt;
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===8-Bit===&lt;br /&gt;
8-Bit refers to the 8-bit era of videogame consoles and is commonly mistaken for a type of sprite style.&lt;br /&gt;
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== Modeling Dictionary ==&lt;br /&gt;
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===Model===&lt;br /&gt;
A model is an object that has depth, length and width to make it look like it takes on the third dimension.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
====Bones====&lt;br /&gt;
Bones are objects that allow a model to be animated without having to move the actual mesh.&lt;br /&gt;
====Rigging====&lt;br /&gt;
Rigging is when a part of a model is attached a to a bone to allow for easy animation.&lt;br /&gt;
====UVs====&lt;br /&gt;
UV&amp;#039;s dictate what part of a texture is mapped onto the model.&lt;br /&gt;
====T-Pose====&lt;br /&gt;
A model in a T-Pose, looks like a T, hence the term &amp;#039;T-Pose&amp;#039;. It allows a person to rig a model to a bone more easily.&lt;br /&gt;
====Materials====&lt;br /&gt;
A material is a texture that can be applied to any part of the 3D model.&lt;br /&gt;
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====Viewing Modes====&lt;br /&gt;
A viewing mode allow a model to be viewed in a different perspective.&lt;br /&gt;
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=====Wireframe=====&lt;br /&gt;
Wireframe shows a model with only the polygons, no textures or mesh is shown.&lt;br /&gt;
=====Textured=====&lt;br /&gt;
Textured shows a model with textures, shading and the mesh.&lt;br /&gt;
=====Solid=====&lt;br /&gt;
Solid only shows the mesh, with no textures.&lt;br /&gt;
=====Bounding Boxes=====&lt;br /&gt;
Bounding boxes gives a generalization of where the model is and how much space it takes up.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Model Rip===&lt;br /&gt;
Associated with the capture of a frame of geometry rendered within a program, along with textures, shaders, and rarely bones and animation.&lt;br /&gt;
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Popularised by association with a commonly used (obsolete) model capture program, 3D Ripper DX.&lt;br /&gt;
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The resulting capture output format/s are compatible with 3D modelling software.&lt;br /&gt;
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For more extensive information, visit our [[Model Ripping]] page.&lt;br /&gt;
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== Textures Dictionary ==&lt;br /&gt;
===Texture Rip===&lt;br /&gt;
For more extensive information, visit our [[Texture Ripping]] page.&lt;br /&gt;
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A Texture Rip is a texture that comes from a pre-existing model, or more specifically, a texture that has been taken out of an already existing game.&lt;br /&gt;
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===Custom Texture===&lt;br /&gt;
A custom texture is, to put it simply, a texture that you have made yourself. This term is used because it gives a distinct difference from that of a [[Dictionary#Texture_Rip|texture rip]], in which the texture would have been from an already existing model.&lt;br /&gt;
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===Recolor===&lt;br /&gt;
For more details on how to effectively create recolors, please go to our [[Recolor]] page.&lt;br /&gt;
&lt;br /&gt;
Recoloring is a simple technique in which you change the colors of an already existing texture. This generally serves little purpose with [[Dictionary#Texture_Rip|rips]], but can be a simple means of creating additional alternative outfits within games.&lt;br /&gt;
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== Sounds Dictionary ==&lt;br /&gt;
=== Sound ===&lt;br /&gt;
A sound is a piece of audio, such as wind blowing, or someone talking&lt;br /&gt;
=== Music ===&lt;br /&gt;
Music is a grouping of sounds to make a certain or desired melody.&lt;br /&gt;
===Sound Rip===&lt;br /&gt;
A sound rip is when a sound is taken from it&amp;#039;s native format, and converted into a more usable one. For more extensive information, visit our [[Sound Ripping]] page.&lt;/div&gt;</summary>
		<author><name>Friedslick6</name></author>
		
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