As we already know, a bump map uses grayscale values to provide either up or down information. My goal, is to get a result like case number 3, but without the problem that I have on the perpendicular faces. In the end, a normal map does create the illusion of depth detail on the surface of a model but it does it differently than a bump map. So if someone could explain me a bit what is going on here would be really great. Tryed to increase to 1 on the texture multiplier but the image is allways the same:
Here it looks like the first case with no Bump. Where a bump map is a grayscale image that encodes elevation data, a normal map uses an RGB color image to encode normal vector directions in 3D. They add simulated detail to a 3D surface. The light looks the same in both faces, but not the bump effect intensity, and also is giving something like a “blur” effect:Ĩ_ this is with “Explicit Normals”. Normal maps are a more advanced form of bump maps. Here really do not know what is happening. Here it looks like almost the same that in case 4:ħ_This is with “Bump Map (Local Space)”. Here the problem is that the intensity of the light is diferent in both faces, and also it looks like the intensity of the Bump effect is also different in both faces:Ħ_This is with “Normal Map (World space)”. height or bump maps are old school which got replaced by normal maps. Here the problem is that it changes the intesity of the light in the whole wall, but it looks like the map is readed the same in both faces:ĥ_Thi is with “Normal Map (Camera space)”. They are like contrary between each other:Ĥ_This is with “Normal Map (Object space)”. The probem here is that, as you can see in the image in the intersection of the two perpendicular faces, it looks like the map is readed in different deppending of the orientation of the face. This plane was sent to Mudbox and edited/sculpted there with Masks to achieve a brick looking mesh. In this tutorial, I created a mesh plane with a subdivision level of 100x100. theres been quite a lot of these small normal map generators released in the past few years and Crazy bump was one of the first,its easy to use and does what it says on the box,from memory the Nvidia one has the advantage of working inside Photoshop, theres also Xnormal if you want to create normal and height maps from a hi rez mesh. Here I understand that Vray is reading my Normal Map. You can 'bake' a normal map from an high resolution mesh to an low poly mesh using the 'transfer maps' feature of maya.
The results are what I would expect and desire for this case:ģ_This is with “Normal Map (tangent space)”. Also in all the cases, I am using a Normal Map created from the texture with Crazy Bump and with 1,0 on the Bump texture multiplier.ġ_The first image is the plain texture, no Bump effect:Ģ_This is with “Bump”: Here I understand that Vray is using my “Normal Bump Map” as a simple “Gray scale Bump map”. In all this cases I am not using displacement. I want to use a “Bump effect” just to give some detail to the texture. I have been doing some tests with a “Brick wall” texture. I understand the difference between “gray scale Bump maps” and “Normal Bump maps”, but not sure when to use one or another and why.
One criticism i will make is the fact that the roofing does not match with the side walls, therefore, one or the other, looks out of place, to fix this, one texture must be made similar to the other, where-by the theme and design style become consistent, whilst still portraying a sense of contrast so the entire scene does not blend too much, resulting a visually stimulating experience for the player.I am trying to understand what the different Bump Type maps mean and when you have to use one or another. I think its important because it allows you to control the vertex normals used. Where by then i may have truly mastered my own SCI-FI/Horror game design style. crazy bump: getting the bump map from the diffuse using crazy bump. I can now only aim to achieve an even higher quality standard by increasing detail with textures, and normal maps, increasing my proficiency in DDO for more added detail, and decreasing the poly count of my creations whilst ascertaining the same level of detail and last of all decreasing the amount of time it took to create this which was roughly two days of work, i'm hoping to produce this quality of work and higher in single days. This is without a doubt the best piece of work i have ever created, it truly shows the level i am at, and what i am capable of, the comparison between this quality and the original textures reveals the rate at which i learnt from my mistakes and gained new knowledge in level building.