Home Overview Modeling Surfacing Animation Rendering Specifications
 

 
 

 
The material editor lets you edit surface materials easily! Even better, using IIR (incremental image rendering) technology you can simply move the resizable materials directly on scene objects and see the effects with near real time feedback.
Materials can be multi-layered and animated with a real time preview right inside the material editor.

You expand and close the material editor simply by pulling the handle on the right side of the panel.

Texture baking is available through Compute Textures from Illumination, which converts lighting calculations, including full radiosity, into textures. You can bake either  individual scene objects or polygons directly in fully editable workspace. Great for realistic game environments!


 With gameSpace, there's no need to
pay for texture-making software!

gameSpace contains everything you need to make textures to use in your games, including amazingly powerful procedural shaders that will have you producing rock, mud, leaves, grass, bricks, wood and more!


The most basic form of making a texture is very straightforward.  Create a plane or cube, paint with the procedural material you are interested in, and render from directly above.

You have much more power than found in a regular texture making application though, as you can introduce bump mapping and lighting effects! These let you give even simple textures an edge over other applications, creating effects and control that would be difficult or impossible to achieve outside of a 3D application!


Click for larger image of rendering 2D textures
Rendering out 6 textures at once (click for larger image)


The next step is to introduce geometry!

Click for larger image of scene set up

Although creating textures by using procedural shaders is already awesomely powerful, you can take it much further than that! Here is a question, do not be offended -  how good a 2D artist are you really?

Chances are, you are competent, but if it came to painting shadows, and nuts and bolts, and rust patterns, and other details.... it would be very hard to get it looking right!

With a few simple objects, though, it is possible to create a very realistic looking texture in gameSpace, like this maintenance panel, textured using procedural shaders, but also with geometry to model the handle and the bolts.

When you render this out, you get the result on the right. Now, I do not know about your artistic skills in a 2D package, but I know it would have been impossible for me to draw this! That is why the question, how good are you in 2D really?

Building it in 3D was easy. Not only that, but now I have bolts, a metal plate, a handle, lighting and textures that I can reuse to make new textures in future. You do not usually get that sort of re-usability in a 2D application!

Final rendered hatch, ready to be used as a texture!


Taking geometry for making texture maps even further

Click for larger image of the scene set up

Taking the geometry modeling approach even further, here is a drinks machine, modeled in gameSpace. It has been textured using texture maps, procedural shaders, glass, etc. More importantly, it also has geometry for things like the drinks cans inside, for the buttons outside, and even the coin slot!

It is so much easier to build this than it would be to paint it by hand in a 2D paint package, and you can also "bake in" effects like shiny edges, or shadows.

The final result
 

Now we can take the results from earlier and incorporate them into a realtime scene.

Here the walls are textured with a texture made from a Simbiont 'rusty' texture. Then we take a cube and paint it with our drinks machine textures, and presto, instant refreshment!

Finally, for the access panel, one face from the original object was taken and extruded, to preserve the round corners, then the texture of the rendered object applied... it all looks very effective!

Realtime render of the hatch and drinks machine

The wireframe version of the above scene.

Here is the wireframe, showing how simple your objects can be once textured this way. The total face count for this scene - 44!

If we were to use the original panel and drinks machine objects, then the polygon count would be over 3563!

Of course, you could spend more time in order to make your textures even more detailed and realistic, but this shows just how effective gameSpace can be not just for making 3D content, but for 2D content also!

 

The UV Editor allows for texture assignment to any group of polygons, easy navigation in UV space, direct painting of color, bumps or transparencies, plus one click export/import from Photoshop.
Object with two textures Texture 1 in UVE Texture 2 in UVE
The physics-based unwrapper stretches the polygons mesh onto a plane just like a pelt of a real animal skin.
Cut slice Start unwrapping In plane Final mesh in UVE ready for manipulation or painting