Texture Grid ("Fake 3do-ing")
Purpose
A method of speeding up texturing.
How It Works
- Come up with a standard texture, divided into a 4x4 grid, with each cell having a different texture:
| 0 | 1 | e | f |
| 3 | 2 | d | c |
| 4 | 7 | 8 | b |
| 5 | 6 | 9 | a |
- To texture a model, put each chart in the cell corresponding to the texture you want.
Advantages
While this cannot replace individual attention as far as quality goes, I hope it will have the following advantages:
- Faster to texture.
- Since many units could share the same texture, the texture could be made higher-resolution.
- Improvements to the texture could be made without having to tweak every unit.
Specific Textures
- 0-3: Painted.
- 0: Background + single teamcolor stripe.
- 1: Nested "L"-shape of background and teamcolor. Can be used for multiple stripes, chevrons.
- 2: Background and teamcolor circles.
- 3. Teamcolor logo.
- 4-7: Other major types.
- 4: Unpainted metal (plates, etc.).
- 5: Wreckage.
- 6: Camo.
- 7: Exposed internals (wires, etc.)
- 8-11: Special roles.
- 8: Construction.
- 9: Repair pad.
- a: Glowy energy.
- b: Radar.
- c-f: Miscellaneous.
- c: Girders.
- d: Wheel.
- e: Fan.
- f: Pure specials: Split into pure white, pure black, chrome, and transparent.