Half-Life 2 Skins

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Hi, I seem to remember reading somewhere a while ago in an interview with Valve that the skins on every object were painted directly onto the model, rather than made as a texture and stretched on. As I have absolutely no experience in modelling, and even more so in skinning, is this the way it's done with every game? Or is it just a new trend for games like FarCry, Doom3 and Half-Life 2? Or is it just something very few games do, and Half-Life 2 is one of them?

Please clear this up!
-Brad
 
I don't know much about this, either, but here's a good quote from the IGN Preview:

The textures now all come with physical qualities so a simple box might become a metal footlocker or a wooden crate depending on which textures are used on it.

The graphic textures that the artist lays on the object comes with pre-loaded physical properties. Not only does this affect the sound an object makes when it collides with another; it also works for things like sparks as metal barrels slide across a concrete floor. To be clear, these properties don't determine the damage modeling of an object -- the fragility of a glass object still has to be scripted, for instance -- but it makes designing a consistent and believable world much easier.
 
It's just the materials system...

You now apply materials to surfaces instead of textures. Materials (VMT files) can refer to a number of textures (bump maps, base textures, environment maps, etc) which start out as TGA files and are converted to textures (VTF files) via a custom tool before you can use them in the game. Textures and materials are not compiled into WAD files anymore. They are stored as individual files in a materials folder. Optionally, they can be stored in a file system inside a ZIP file. You can embed these ZIP files directly into BSPS if you want.

It appeared on the VERC shortly after E3 2003.
 
models are still skinned, a texture is still a texture, its just got added info
 
So how are characters' skins made, and put onto the models in the game?

EDIT
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@Hyperion
Skinned as in with an alternate program, and then are stretched onto the model later? Or do they "paint" the skin onto the model, which is then turned into a texture? Sorry if I sound really stupid, but I've never actually looked into this.
 
The Character textures are created through a process called UVW mapping, which makes a 2d image of a 3d model, then allowing the artist to create/paint the texture (can be in realtime), also you can now directly paint onto a model and the texture will conform to the model, getting rid of the dreaded "stretches/rips/seams".
 
Ok, that answers my question. I'm glad we won't be seeig those stretches quite as much! I don't quite understand how the UVW mapping works, though. Does it just make a 2d image from different angles, or does it like flatten/distort the model to be completely flat and all sides visible?
 
It unrolls the mesh, so that all the little triangles are on one flat surface. Kind of like the way they sometimes display a map of the Earth as three joined quasi-circular splotches.
 
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