Friday, 2 November 2012

Different Maps

Below is a link to Jess Magnus' blog which shows some great research on maps - this is actually what I read to understand more of Lothar's drop-in session! I thought I had better include it!

http://jessmagnusgad.blogspot.co.uk/2012/10/maya-maps-research.html

Here is the excellent post;


Diffuse Map:
Now I after my Research this is just your colour map - but when Lothar said your Colour map I thought it was something entirely different:

" A diffuse map is a texture you use to define a surface's main colour.
In order to work well with a normal map and a specular map, a good diffuse texture should not have any directional lighting included, it should only have generic "ambient occlusion" - ie. the surface gets darker in deep cracks and around embossed details. If you are generating your normal maps from high-poly geometry, you should bake a matching ambient occlusion pass from the geometry and multiply this on top of your diffuse texture to make sure that the lighting matches the normal map. "
http://wiki.splashdamage.com/index.php/Diffuse_Maps

Diffuse map

  • The most frequently used texture mapping method. It wraps the bitmap image onto the 3D geometry surface while displaying its original pixel color.
  • Any bitmap image, such as scanned images or images captured by digital camera, can be used as diffuse map to represent photo realistic quality.
  • Users can also use image software to make pre-rendered texture effects such as shadow, bevel, bump, lighting or weathering effects.  This approach can effectively simulate real-world 3D effects while greatly saving system resources and rendering time.
http://www.reallusion.com/iclone/Help/iClone3/15_Multiple_Channel_Texture_Mapping/Types_of_maps.htm
http://www.boogotti.com/root/face/face.html
THIS!

The above link(http://www.reallusion.com/iclone/Help/iClone3/15_Multiple_Channel_Texture_Mapping/Types_of_maps.htm) was really useful as it gives a whole list of the different types of maps you can use.

Specular Map:
Specular maps are the maps you use to define a surface's shininess and highlight colour.
The higher the value of a pixel (from black to white), the shinier the surface will appear in-game. Therefore, surfaces such as dry stone or cotton fabric would tend to have a very dark specular map, while surfaces like polished chrome or plastic would tend to have lighter specular maps.
The colour of a pixel is also used, to calculate the resulting colour of the surface. A very saturated specular map will have a very different visual effect than a grey specular map. If you need a more "neutral" highlight on a surface, your specular map should use the inverse of the diffuse map's colour. Using the same colour on the specular as on the diffuse will result in a more saturated highlight when viewed in the game.
You can use contrasts in specular to make a surface appear more visually interesting in the game - for example, this door has a very dark specular for the wood while the metal parts are much lighter, which will make the metal stand out more as a shinier surface when light hits it. This sort of contrast can help make surfaces in the game appear more realistic too.

http://wiki.splashdamage.com/index.php/Specular_Maps


http://www.reallusion.com/iclone/Help/iClone3/15_Multiple_Channel_Texture_Mapping/Types_of_maps.htm

Normal Mapping:

Normal map

(Pixel Shader only)
  • When you click the Import Bump button you will find import as normal map. Check this box if the map you are loading is a normal map.
  • A Normal map (Pixel shader only) is made from a high polygon model. Its color representation will affect surfaces like a regular bump map while providing higher degrees of detail.
  • iClone can import normal maps created in ZBrush or 3D Studio Max. By using Normal Maps you can make simple low-poly models appear as highly detailed 3D objects
  • If the image you are loading is not a specially designed normal map the result will not be as good.
http://www.reallusion.com/iclone/Help/iClone3/15_Multiple_Channel_Texture_Mapping/Types_of_maps.htm

http://www.neuroproductions.be/experiments/3d-normal-mapping-pixelbender/

http://blenderartists.org/forum/showthread.php?129726-(realtime)-Boom-BlenderDoom-)/page2

Other Maps that the website 
http://www.reallusion.com/iclone/Help/iClone3/15_Multiple_Channel_Texture_Mapping/Types_of_maps.htm showed:

Bump map:
Bump mapping uses the grayscale values of an image map to create variations in the shading of the surface to which the map is applied. It adds details to 3D models without increasing the number of polygons. In iClone, white areas of a bump map are shown as high and black areas are shown as low.
By moving around the light source we can see how the angular light projection changes the bump look. If the light is facing the surface from a straight 90 degrees angle it the bump effects are the least noticeable.

Opacity Map:
  • Make transparency and cut-out effects from grayscale images. The black part will get cut out; the white part will be fully displayed; the gray values determine the transparency (alpha) level of the object.
  • Use bright gray RGB(253,253,253) on the Opacity map to make 2-sided 3D Surface from Plane mesh.


Glow Map:
This texture mapping technique allows users to control the glow shape, color and strength.
  • Glow maps will blend with your original diffuse maps, so the lighter the diffuse color (or glow color), the stronger the glow effect.
  • A bright diffuse map in combination with a bright glow map might cause overexposure.


Reflection Map:
Reflection map is also referred to as environment map. The image map is projected onto a 3D surface to represent a reflection of the environment.


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Robin Silcock

I am a Second Year Games Art and Design student at Norwich University of the Arts. After exploration of a number of roles in my first year, I am now looking to graduate as a 3D Artist with applicable skills in Maya, Mudbox, ZBrush and Photoshop. I understand that my skills in this field are not there yet - but I aim to achieve this goal through consistently working through the programs in my University and Personal Projects. I love to be busy - I have always had a lot of things on my plate since the age of 7 where I successfully balanced school with Ballet, Tap, Horse-Riding, French, Piano and Singing Lessons! In the same fashion, my university schedule is just as hectic and varied; I am a Peer Mentor to first year students, Student Rep for Second Year, and President of the Enterprise Society. Like I said, I love to be busy! I am a Games Hippie - so to speak - I believe that Games if designed and harnessed in the right way, will be able to help solve many of the global issues we have today - even if it starts off in a small way. Just look at the positive effects that Facebook and Twitter have already had... When navigating my blog;
  • Works in Progress - This section is a constantly running account of all my current projects - personal and for university. It will contain reference images and website links and sometimes less than coherent posts, so be prepared!
  • Finished Pieces - This is where you will find my more polished artwork. Looking for help with Maya? Check out the posts tagged "Maya How-To's"