2.2A MAPPING AND TEXTURING

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Across
  1. 4. – A texture that actually alters the geometry of a model based on height data, creating real physical detail.
  2. 9. – The act of painting directly onto a 3D model’s surface in real time.
  3. 11. – The pixel dimensions (e.g., 1024x1024) of a texture image; higher = more detail.
  4. 14. – A modern shading system that simulates realistic material and light behavior using maps like albedo, roughness, and metalness.
  5. 15. – A smart texture system allowing for customizable, procedural surface creation.
  6. 20. – A single large image containing multiple smaller textures, optimizing performance in games.
  7. 21. – A small program that defines how a surface reacts to light; combines textures and lighting effects.
  8. 22. – The different data types stored in a texture (RGB channels, alpha channel, etc.).
  9. 24. – A texture that simulates small surface details (bumps, wrinkles, dents) without adding extra geometry.
  10. 25. – The edge or line where UVs are “cut” and flattened during unwrapping.
  11. 26. – The process of projecting textures onto 3D geometry from a specific viewpoint.
  12. 27. – A UV layout designed to minimize visible texture seams.
  13. 28. – The 2D coordinate system (U = horizontal, V = vertical) used to map textures onto 3D geometry.
  14. 29. – A grayscale texture used to simulate terrain elevation or fine displacement.
  15. 30. – Controls the diffusion of reflections; darker = shinier, lighter = rougher.
Down
  1. 1. – Defines how shiny or reflective parts of a surface appear by controlling light reflections.
  2. 2. – Adds soft shadows in crevices and corners to enhance realism.
  3. 3. – The process of applying 2D images (textures) onto a 3D model’s surface to give it color, detail, and realism.
  4. 5. – A repeating texture that aligns seamlessly on all sides.
  5. 6. – A grayscale texture that fakes surface elevation using lighting contrast.
  6. 7. – The combination of textures, colors, and shader settings that define a surface’s final appearance.
  7. 8. – The process of saving lighting, shadows, or high-poly details into texture maps for use on low-poly models.
  8. 10. – A computer-generated pattern created mathematically, rather than from a painted image.
  9. 12. – The base color texture of a model without lighting or shading information.
  10. 13. – Determines transparency levels; black areas are transparent, white areas are opaque.
  11. 16. – Makes certain areas of a texture glow, useful for lights, screens, or energy effects.
  12. 17. – A 2D image file that defines the surface appearance (color, pattern, or detail) of a 3D model.
  13. 18. – The repeating of a texture across a surface to cover large areas efficiently.
  14. 19. – Indicates which areas of a model behave like metal vs. non-metal materials.
  15. 23. – The technique of “unwrapping” a 3D model’s surface into a flat 2D representation so textures can be painted or projected accurately.