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| 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. |
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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! |
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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! |
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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! |

Rendering out 6 textures at once (click for larger
image)
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The next step is to introduce geometry!
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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! |
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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! |
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Taking geometry for making texture maps even further
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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. |
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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! |
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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! |

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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 |
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| 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 |
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