Difference between revisions of "What Makes A Good Submission/The Textures Resource"

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(The Texture Format)
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===Texture Transparencies===
 
===Texture Transparencies===
If a texture has transparencies, don't remove them. The textures are applied to the model and removing them can make applying them harder.
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If a texture has transparencies, you usually don't remove them, as doing so can make applying the transparencies more difficult. The only time where you may need to remove a transparency is if it obstructs the diffuse texture at all. Some game engines tend to use the alpha channel of a texture image as a specular map, so splitting the alpha channel off of the diffuse texture will provide both the diffuse and specularity maps properly.
  
==The Texture Icon==
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==Rendering Submission Icons==
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===The (Small) Texture Icon===
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The Small Icon needs to show a preview of what the texture is/what it is about through creating a proper thumbnail of the texture.
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[[File:Icon Example - Textures.png|center]]
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The icon needs to be '''148 by 125 pixels''' in size otherwise the submission page will give you an error upon trying to submit.
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{{GoodSubNav}}

Latest revision as of 07:38, 8 January 2020

TTR-Logo.png

The Texture

The Texture Format

Textures should be submitted in the PNG format. This is due to the fact that it is a lossless format, so it never decreases the quality of the image. As well, GIF is another lossy format that is not accepted, as it loses colors and only supports 256 colors. However, there is only one other time that you may have to submit another format, which is the JPG format. When you have a game that has JPG textures, leave them in the JPG format. As JPG is a lossy format, converting them to PNG unnecessarily increases the image's file size, so it's best to leave it as JPG.

Texture Transparencies

If a texture has transparencies, you usually don't remove them, as doing so can make applying the transparencies more difficult. The only time where you may need to remove a transparency is if it obstructs the diffuse texture at all. Some game engines tend to use the alpha channel of a texture image as a specular map, so splitting the alpha channel off of the diffuse texture will provide both the diffuse and specularity maps properly.

Rendering Submission Icons

The (Small) Texture Icon

The Small Icon needs to show a preview of what the texture is/what it is about through creating a proper thumbnail of the texture.

Icon Example - Textures.png


The icon needs to be 148 by 125 pixels in size otherwise the submission page will give you an error upon trying to submit.