I noticed that there are quite a few variations of the same textures. I'm wondering what the difference between each of these are exactly and how they work together in game. I want to be able to understand the functions of each of these type of textures.
They're just basic material types. Diffuse is the one you see. Normal maps are a kind of virtual displacement, they simulate added detail to models without actually having that detail in the model. Specular maps are like mow much they shine. Emissive kind of 'lights up' an area when there isn't any other lights on it. Some people call it a light map, but that's a totally different thing that I don't think SC has.
Diffuse = Basic texture kinda
Specular = Shinyness kinda. You can set the specular multiplier in the lighting editor higher to get a better grasp of it
Normal = Adds more detail to the models. Go into the campaign with low shaders and start a convo with someone, lets pick Rory Swann. You'll see his pocket on his jacked is flat. Raynor's belt like things around his legs are flat on it as well. Switch to medium or higher shaders and they're 3D. That's the normal map.
Emmisive = Light source practically. The crystal above the nexus has an emissive texture and therefore glows, as do some other parts of the nexus. Open the lighting editor and crank up the emissive settings and you'll see what they do. Well, that or you'll be blind.
Alpha layer is not always team color though...look at portraits they have it and no team color on those.
On a mildly unrelated note is it possible to give portraits team color?
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I noticed that there are quite a few variations of the same textures. I'm wondering what the difference between each of these are exactly and how they work together in game. I want to be able to understand the functions of each of these type of textures.
They're just basic material types. Diffuse is the one you see. Normal maps are a kind of virtual displacement, they simulate added detail to models without actually having that detail in the model. Specular maps are like mow much they shine. Emissive kind of 'lights up' an area when there isn't any other lights on it. Some people call it a light map, but that's a totally different thing that I don't think SC has.
So Emissive can can light up an area? So it basically brightens the same area on the diffuse texture?
Diffuse = Basic texture kinda
Specular = Shinyness kinda. You can set the specular multiplier in the lighting editor higher to get a better grasp of it
Normal = Adds more detail to the models. Go into the campaign with low shaders and start a convo with someone, lets pick Rory Swann. You'll see his pocket on his jacked is flat. Raynor's belt like things around his legs are flat on it as well. Switch to medium or higher shaders and they're 3D. That's the normal map.
Emmisive = Light source practically. The crystal above the nexus has an emissive texture and therefore glows, as do some other parts of the nexus. Open the lighting editor and crank up the emissive settings and you'll see what they do. Well, that or you'll be blind.
Thats at least how i understand these
And team colors?
@Flinkelinks: Go
Team colors are an alpha layer in the diffuse map. The flag "Render alpha as player color" is activated in the diffuse slot.
@xcorbo: Go
Alpha layer is not always team color though...look at portraits they have it and no team color on those. On a mildly unrelated note is it possible to give portraits team color?