Friday, 24 October 2014

Texture Maps (Blog Post #4)

Texture maps take many forms and are arguably the most important aspect of bringing a 3D model to life. Some examples of texture maps include colour maps, Specular maps, Bump maps and normal maps which all have different purposes and help change the aesthetic of a Model in their own way. In this blog post I will talk about these texture maps and shaders and provide examples of how they affect the surface of 3D Models.

Colour Map-
As the name suggests, Colour maps affect the colour of the surface of the object, without using a colour map, 3D objects will remain greyscale and dull, so in most cases colour maps are the most important texture map and are generally required whereas other texture maps are completely optional although they may be extremely useful in making the colour map and model more aesthetically pleasing.

Specular Map-
Specular maps affect the reflectivity of the surface of an object. Specular maps can be used to make an object completely reflective to the representation of light or be adjusted so that some areas of a model are more reflective or less reflective than others. The colour of the reflective areas can also be changed so that when the representation of light hits it from a certain angle, the colour can appear differently. Specular maps are very useful in making different materials in an object distinguishable, for example metal will normally be very reflective whereas a carpet would have a matte finish.
(http://gl.ict.usc.edu/Research/FaceScanning/images/EGSR2007_SGI_faces.png)
Bump Map –
Bump maps are used to make an object have texture, they generally affect how much the surface of a 3D model sticks out or is pushed in and will often help preserve precious geometry where possible. For example to provide a wrinkled appearance a bump map will be used to  make the highest point of a wrinkle stick out and the lowest appear to be pushed in.

Normal Map-
Normal Maps are a more advanced version of bump maps where a model using a high polygon count is converted into a normal map which is placed onto a low polygon model to give it the appearance that it has a much higher polygon count which allows more models to be placed into a scene.
(http://www.3dkingdoms.com/nmap.jpg)
Shaders-
Shaders are very complex and can affect the surface of a 3D model in many ways. Some examples of the way shaders can affect the surface of an object is the hue, saturation, brightness and contrast and can provide a variety of different effects to change the visual appeal of an object.


Thank you for reading my descriptions and please let me know if you agree or disagree with them in any way

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