Week 5

sci fi 2 sci fi 1 rendered crate

So here is my final result for assignment 1 complete with normal, diffuse color and specular maps. In these images the crate is only rendered in 3ds max locally. I have made a few minor changes from the crate I handed in since it was not approved as it was then. I have optimized the poly count further and I have also tweaked around with the diffuse color and specular maps, and I think it all works just a bit better now that the changes have been made.

The functions of the three maps are the following:

new scifi crate norm

Normal map is used to create the illusion of depth and shapes that are limited to superficial layers, by reading the range from light to dark value in a texture, light will stand out and dark will stand inwards. The effect cannot break the actual silhouette of the model but still it manages to create very convincing illusions of sculpted shapes. The strength of normal maps is just that; a way to create complicated shapes and patterns without paying a polygon-heavy price.

Often the normal map is created on top of a very high poly model, to then be applied to a low poly model of that same object. Still lacking experience with 3D I can sometimes have a hard time making the proper judgments regarding when to use only the effect of normal mapping and when to actually use the extra polygons to create shapes. However the more I try it out and ask the teacher, it always comes down to how the silhouette is affected by the decision, if the silhouette is correct according to the shape you’re going for then you can use normal map for the details.

new scifi crate diff

 

Diffuse color map: In this texture map all the actual colors are applied in their neutral opacity and saturation without regard to any shading or light. It can be a good idea to go back and forth between photoshop and max and perhaps even your engine to see how the colors are rendered in the final states, I have found that it sometimes varies from program to program and in combination with the specular map.

new scifi crate spec

Specular map: In this map you decide the reflective capabilities of the different surfaces on your model, like if there are parts that are supposed to be shiny and parts that are matted. As with the normal map this one is also constructed with only values of light and dark, making an area dark will give a matted surface in the final render and making it light will produce the opposite.

What makes these maps so important is the factor of recognition and visual literacy when it comes to the human eye’s ability to identify objects in a surrounding, the variations in specular levels will help the viewer/player to differentiate between a wide range of materials that would otherwise be a mess. For example what part of a character is clothes, armor and what is skin, or what parts are ice and what are snow in a level design.

That will be all for week five! thank you for reading!

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