Texture Types

From The VG Resource Wiki
Revision as of 04:49, 28 August 2014 by Peardian (talk | contribs) (very WIP)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

This page describes the various types of textures, how to identify them, and how they are used in materials and shaders.

For basic information on using materials, see Texture Basics. For tips on how to create the kinds of textures described here, see Creating Textures.

Color / Diffuse Map

Color maps (also referred to as diffuse maps) are the main textures on a model, and display the material's base colors. In default lighting, the color seen in the texture is exactly the color seen on the model where light is shining on it. For many games, especially older ones, some models may only have a single texture, putting all of the material's detail into the color map.

For materials with advanced shaders, such as those that include both specular and normal maps, the color map is used for the base colors of the material without any shading, highlights, or other effects. Variations in the color and other features, such as scratches or stains, are also included. Even in modern games, it is not unusual for these maps to involve large patches of solid color.

Depending on the art style or technology of the game, color maps can have attributes of other texture types "baked" into the image. Shadows, highlights, and ambient occlusion can be included in the texture to accentuate features of the model or to achieve a stylistic effect not possible on the game's engine. This is heavily used in games which rely on flat lighting.

Alpha / Transparency

Specular Map

Phong Map

Reflection Map

Environment

Sphere Maps / Probes

Panoramas

Cube Maps / Sky Boxes

Normal Map

Global Normal Maps

Compressed Maps

Bump Map

Displacement Map

Luminance / Incandescence /Glow Map

Occlusion Map

Light Map

Combined Maps

Masks