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What's the difference between Texturing(Skin) and Modeling?

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Rheiko

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Level 26
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How do I explain this...

Texturing is like you're making a tight shirt for your model.
Modelling is like the shape of your body. Fat tummy, for example.

Lmao.

Edit:
Texture mapping (a.k.a. "skinning") is a method for adding detail, surface texture, or colour to computer-generated graphics e.g. 3D models.
A texture map is applied (mapped) to the surface of a shape, or polygon.
This process is akin to applying patterned paper to a plain white box.
 
Level 18
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I thought this was called rigging, but then I'm merely a Hive peasant. @.@

Anyway, to correct the shirt analogy above, texturing is when you paint on a shirt you already are wearing. Modeling includes scuplting (altering the body shape), animating, UV wrapping (deciding whether you want to wear your skull-painted pants on your crotch or on your head), etc.
 
Level 21
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Modeling is the process of creating polygonal geometry that eventually builds the form and shape of whatever you're making, texturing is taking this model and basicly painting on it, applying colours and shadows to make it appear like what you want it to be.

Rigging is the process of creating a skeleton for the model to use for animation, skinning is the process of making your model deform with the skeleton.

So let's say I want to make a characters face, I would start by building out a geometric shape that looks like a face, at this point however the face is entirely without texture, so it is completely grey.
The next step would be to use a program such as photoshop to paint my texture, painting in skin, eyes, hair and all the colours and shadows of the face in order to make my geometry actually look like a persons face.
Next up I will create a rig for the face, essentially creating bones inside the model that will alow for me to deform the face to create animations.
But at this point the geometry of the face and the skeletal rig are two separate objects, so what I need to do now is skin the face to the bones, telling which bones to influence which parts of the face in order to make it all move correctly.

After that we can animate it all and call it a night!


LowPolyModelingProcess.png
 
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