Friday, 29 January 2010

Illumination, Specular and Normal maps

Each texture needs to make use of an Illumination Map, showing the glow of an object, a Specular Map, showing the shinyness of an object, and a Normal map that creates fake geometry on an object by manipulating light.

-Illumination, the crate model will not have any illumination at all, and therefore will remain black.
-Specular, the wood part of the crate would have a dark grey specualar map to make it a little shiny but not too much as wood is a very matte material. Also the worn lettering plastered across the crate can also make use of some grey / light grey / dark grey segments aswell as no spcular map so that they appear worn more-so and less-so in different areas. Also the none-rusted parts of the metal can have a lighjter grey specular map.
-Normal Map, between each of the planks i can make a small thin line running along darker than the standard for the normal map. This gives the impression that the planks are 3D. I can also use the normal when adding damage to add depth. The metal nails on the crate can also be normal mapped to stand out.

Tiled Wall
-Illumination, The wall section will again have no illumination as standard, but on a variation piece i will add a small red light that can include a light grey illumination map. I will also colourize this illumination red to create a red glow.
-Specular, the concrete part of the walls will have very dark grey specular map not being shiny at all. However the pipe work, ventilation and light will all have light, and very light specular maps to create a clean cut shiny effect.
-Normal Map, bolts on the pipe work can be normal mapped to appear 3D. I can also apply this to the ventilation shaft and the light.

Space Monster
-Illumination, the egg sacks will feature a green glowing slime and so will have a very light green illumination map.
-Specular, all of the creatures scales will feature a light grey specular map making them very shiny. The slime around the birthing sacks will also be very light grey but the birthing sacks themsevles will be quit map being a dull grey. The creatures eye and teeth will also be a dull grey but slightly higher than the egg sacks.
-Normal Map, the creatures eye will be normal mapped making it look like a 3D half sphere sticking out of its face. The teeth will also be normal mapped as with the egg sacks. Normal maps will help turn this spaceship into a monster by allowing me to fake in new geometry that doesn't exist on the model.

No comments:

Post a Comment