Bump Maps
A Bump map is an older type of map that create fake detail by giving an illusion of depth on the surface of a model using a very simple lighting trick. You don't get any additional resolution added to a model as a result of bump mapping. Bump maps are typically greyscale images that are limited to 8-bits of colour information. This tells the 3D software whether it is up or down. Bump maps are great for creating tiny details on a model such as wrinkles on skin and because the detail they create is fake the silhouette of the geometry that the bump map is applied to will always be unaffected by the map.
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Normal Maps
Normal maps can be referred to as a newer better type of bump map, as with bump maps what you need to know is that the detail they create is fake and there is no additional resolution added to the geometry. A normal map creates the illusion of depth detail on the surface like a bump map however it does it differently. A normal map uses RGB information that corresponds directly with the X,Y & Z axis in 3D space. The RGB information tells the 3D application the exact direction of the surface normals are oriented in for each and every polygon. The orientation of the surface normals often are just referred to as normals will tell the 3D application how the polygon should be shaded.
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Displacement Maps
When it comes to creating additional detail for low-resolution meshes displacement maps are the best for this. These types of maps physically displace the mesh to which they are applied to. In order for detail to be created based on a displacement map, usually the mesh must be subdivided or tessellated so real geometry is created. Displacement maps can be either baked from a high resolution or painted by hand and like a bump map a displacement map consists of greyscale values. Just like bump maps they can be used as a 8-bit displacement map however for 3D objects it will look better by using a 16-bit or 32-bit displacement map.
A Bump map is an older type of map that create fake detail by giving an illusion of depth on the surface of a model using a very simple lighting trick. You don't get any additional resolution added to a model as a result of bump mapping. Bump maps are typically greyscale images that are limited to 8-bits of colour information. This tells the 3D software whether it is up or down. Bump maps are great for creating tiny details on a model such as wrinkles on skin and because the detail they create is fake the silhouette of the geometry that the bump map is applied to will always be unaffected by the map.

Normal Maps
Normal maps can be referred to as a newer better type of bump map, as with bump maps what you need to know is that the detail they create is fake and there is no additional resolution added to the geometry. A normal map creates the illusion of depth detail on the surface like a bump map however it does it differently. A normal map uses RGB information that corresponds directly with the X,Y & Z axis in 3D space. The RGB information tells the 3D application the exact direction of the surface normals are oriented in for each and every polygon. The orientation of the surface normals often are just referred to as normals will tell the 3D application how the polygon should be shaded.

Displacement Maps
When it comes to creating additional detail for low-resolution meshes displacement maps are the best for this. These types of maps physically displace the mesh to which they are applied to. In order for detail to be created based on a displacement map, usually the mesh must be subdivided or tessellated so real geometry is created. Displacement maps can be either baked from a high resolution or painted by hand and like a bump map a displacement map consists of greyscale values. Just like bump maps they can be used as a 8-bit displacement map however for 3D objects it will look better by using a 16-bit or 32-bit displacement map.

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