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    posted a message on Texturing Basics

    Hello everyone first I'll introduce myself I'm AMango or call me Mango. I used to texture in games in the Half-Life Series under both the Gold:Source and Source engines, and Also the Unreal engine. Either way it has no difference, but to break down some knowledge of textures that I have noticed that the texture system is similar in SC2. Yes the textures might use a different file, yet from playing around with it I have discovered its almost identical. Although I came to talk about some basics. SC2 Uses the .dds format which is a little complex, but still an easy medium to work with.

    So Lets get Started!

    1. Textures (Skins) Slang term here that texture artists use because it is like a skin because it wraps around the model fitting like a glove *if uv's line up*

    The textures you will want to edit will generally look like this

    Marine_Diffuse sometimes _diff ending

    Marine_Normal sometimes _nm ending

    Marine_Specular sometimes _spec ending

    Marine_Emissive sometimes _emiss ending

    All of these will be in a common Photoshop file extension of a .dds file. Some characters as you will find might be missing some of these like the marine doesn't have an emissive file at all I just used it for consistency sake. I will post photos of what I am talking about very soon. Next Lesson is on Normals!

    I Also will take some requests to do with some of the models Textures "Skins" if you so wish i'll create an alternate thread.

    Posted in: Artist Tavern
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