Normal maps, bump maps, etc.

In this lesson with Matt we have have tasked to research bump maps, normal maps and displacement maps.

Bump mapping is a technique in computer graphics like modeling that simulates bumps and wrinkles on the surface of a object, this is achieved by perturbing the surface normal of the object and using the normal during lighting to result in bumpy surface instead of a smooth one although the object its self would not be changed. It is used in gray scale to show the darkness to show depth and white as raised faking the way light hits the object.bump-map-2

Normal mapping is a technique used for faking the lighting of bumps and dents an implication of bump mapping. It is used to add details without using more polygons which can be very useful for games, a common use of this technique is to greatly enhance the appearance and details of a low poly model.normal_map_example_with_scene_and_result

Displacement mapping is a different technique in contrast to bump mapping to cause and effect where the actual geometric position of points over the textured surface are displaced often along the local surface normal, this technique gives a great sense f depth and detail permitting in particular self occlusion self shadowing and silhouettes although t is the most costly of this class of techniques owning to the large around of additional geometry. It is quite common when trying to create photo-realistic things

.320px-displace_map-svg

Once the research had done we were told to make a crate of sorts just to text normal maps, once we had our model we were told to duplicate it and start adding things onto it to make it look better but beveling it adding some other object etc and then just combining all the objects after. Once we had done that we moved the low poly crate over the high quality and started the transfer maps.(Tutorial will be included). We started with a low quality map and once we had seen that it worked we did a high quality one this is the result of mine. The crate on the left is the high quality model and the one on the right is the baked version. I personally like how this bake had came out and i’m shocked how much easier this is.k;hfjkasjfpashfhasf

Below is the normal map for this project, this map went fairly well and i personally think that normal maps in general look pretty cool even if they didn’t have a use, for example the bottom right of this one.

MODEL O CRATE NORMALS HIGH QUAL.als

Tutorial;

Maya_NormalMapping

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