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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! |
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!
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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!
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
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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, that shows just how simple your
objects can be once you texture them in this way.
The total face count for this scene - 44!
If we were to use the
original panel and drinks machine objects, rather
than just their rendered likeness? Then the polygon
count in this scene 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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