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Graphic Styles: Difference between revisions

From Zelda Wiki, the Zelda encyclopedia
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Thanks for checking my bad grammar, Darkness ! :) Two things, though. A squared number = n^2 ; Power of two = 2^n, so I have to change that. I changed 'formed' to 'colorized' since a Map doesn't form a 3D model.
m (Thanks for checking my bad grammar, Darkness ! :) Two things, though. A squared number = n^2 ; Power of two = 2^n, so I have to change that. I changed 'formed' to 'colorized' since a Map doesn't form a 3D model.)
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{{ImageCaption|image=File:TFUVWed.png|size=150px|align=right|caption=Textured mesh using UVW coordinates texture}}
{{ImageCaption|image=File:TFUVWed.png|size=150px|align=right|caption=Textured mesh using UVW coordinates texture}}
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Texture Mapping is the fundamental method of texturing a 3D model in any medium that uses 3D computer graphics. Textures are simple image files which are wrapped around a 3D model using UVW coordinates. If you imagine a large piece of paper wrapped around a statue which is used to colorize it, then you have a more or less close representation of the process. When laying out UVW coordinates, the 3D model is broken into pieces and the wireframe is stretched out onto a flat plane so that every face in 3D space gets assigned an unique location in 2D space which is required since an image is only two dimensional. Textures in games are usually square and their resolution is usually a squared number, such as 256x256, 512x512, 1024x1024, etc. However, resolutions like 1024x512 or similar are also possible. This is done for several technical reasons, like saving RAM and to support older hardware. The higher the resolution of a texture, the more RAM is occupied, so keeping texture sizes at a reasonable level is important in 3D games.
Texture Mapping is the fundamental method of texturing a 3D model in any medium that uses 3D computer graphics. Textures are simple image files which are wrapped around a 3D model using UVW coordinates. If you imagine a large piece of paper wrapped around a statue which is used to colorize it, then you have a more or less close representation of the process. When laying out UVW coordinates, the 3D model is broken into pieces and the wireframe is stretched out onto a flat plane so that every face in 3D space gets assigned an unique location in 2D space which is required since an image is only two dimensional. Textures in games are usually square and their resolution is usually a power of two, such as 256x256, 512x512, 1024x1024, etc. However, resolutions like 1024x512 or similar are also possible. This is done for several technical reasons, like saving RAM and to support older hardware. The higher the resolution of a texture, the more RAM is occupied, so keeping texture sizes at a reasonable level is important in 3D games.
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==== Texture Maps ====
==== Texture Maps ====
In modern games a single mesh gets assigned more than just one Texture Map. There are several kinds of different maps all serving a specific purpose. Here is a list of the different types used in the making of the''[[The Legend of Zelda (Series)|The Legend of Zelda]]''. games.
In modern games a single mesh gets assigned more than just one Texture Map. There are several kinds of different maps all serving a specific purpose. Here is a list of the different types used in the making of the''[[The Legend of Zelda (Series)|The Legend of Zelda]]'' games.


===== Diffuse Map =====
===== Diffuse Map =====
[[File:TFDifMap.png|left|150px|thumb|Mesh using only the Diffuse Map. A preview of the Map at 16% it's original size is in the upper left corner. ]]
[[File:TFDifMap.png|left|150px|thumb|Mesh using only the Diffuse Map. A preview of the Map at 16% it's original size is in the upper left corner. ]]
A Diffuse Map is just a simple Color Map. It will give the 3D model its main color, making it the most basic map. Most, if not all, meshes in a 3D game will be formed using this kind of map. Diffuse Maps are usually 24-bit images that display the whole RGB spectrum, however, using a 8-bit or 2-bit image is possible too.
A Diffuse Map is just a simple Color Map. It will give the 3D model its main color, making it the most basic map. Most, if not all, meshes in a 3D game will be colorized using this kind of map. Diffuse Maps are usually 24-bit images that display the whole RGB spectrum, however, using a 8-bit or 2-bit image is possible too.
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===== Specular Map =====
===== Specular Map =====