Right! It’s been a stressful week after Dreamhack, but I think I’m finally beginning to catch up again! So here we have the final version of the crate with the Diffuse map, Specular map and Normal map included.
And here is the crate without normal map or specular map for comparison!
So what are the main differences with and without normal and specular maps? Well, firstly the normal map adds more depth to certain areas, the darker areas. this helps this particular crate in separating the individual planks a lot more. Originally it was more obvious that those were just black lines, but now it looks a bit more like a space in between the planks. It also adds a tad bit of that same depth to the spotted areas in the wood. This is only a optical illusion though, and if the crate were to be in a game and the player looked at it from certain angles, it would be obvious that the surface is flat. That’s why it’s important to consider the ”role” of the item before leaving everything up to the normal map. For an example, if this wasn’t a crate but rather a weapon in an FPS game, leaving too much up to Normal maps would be hurtful because the player will always be closely inspecting that weapon.
What the specular map has added is ”Shine” to the object. This is clearly vissible in the inner parts of the crate on picture one and 2 and is very visible on the entire left side of picture 3. The specular map is important since it is the main thing that will help the object reflect light. If you look at the ”original” picture (picture number 4) that has no specular map, it isn’t reflecting any light what so ever, this would probably make the crate look out of place and strange if it was put into a game.
The diffuse map is simply the texture itself, it’s where the object gets all of it’s color and details. Without the diffuse map, the crate would be far harder to recognize as a crate.
Without the diffuse, leaving only the normal map and specular map the crate would look something like this:
(on this picture the work that the normal map does is more obvious as well)
And without any of the maps the crate would look something like this:
So to summarize: The diffuse map adds in color and details. The normal map adds in ”bumps” and gives certain areas more depth and enhances the details on the object. The specular map adds in the shine of the object and can help define the edges and help identify materials in objects (a screw for an example is shinier than wood).
And here’s how the three different maps look:
Normal map
This picture clearly shows the details added to the black lines when rendered with the normal map included. The darker areas from the specular map become ”bumps”.
The lighter areas in the specular map reflect more light than the darker areas.
Well, that’s it for this weeks blog post!