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Conclusion

We’ve seen what Photoshop is capable of, and how to create and use alpha channels. But that is only the tip of the iceberg. The purpose of this chapter was to give you an overview of how and why we use these types of textures in games. You’ll find that the ideas established here are going to be elaborated on and revisited throughout the rest of the book. In Chapter 10, “Tips and Tricks,” we’ll explore tips and tricks that you can use to paint and assemble more sophisticated and complex textures. By now you should have a very clear idea of how games are theoretically put together and the responsibilities of the game artist. The rest of the book will take that knowledge to the next level and offer you an edge. Next, let’s talk about how we apply these beautiful textures to our geometry.

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