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Have you hit a bump on the road to mastering textures for your 3D assets? Dont feel bad! Many
artists who are new to texturing or 3D (http://www.digitaltutors.com/subject/3d-texturing-tutorials) in
general experience confusion when encountering bump, normal and displacement maps for the first
time. They all seem to do sort of the same thing, right?
The answer to that question is a resounding sort of. Each one of these three types of maps creates
something that looks like additional resolution or detail on the surface of geometry. Some of this
detail is real and some isnt. In this article we will dive into each of these three maps and learn what
each map does and what they dont. Youll also have a better grasp on the strengths and weaknesses
of each type of map.
Bump Maps
A bump map is actually one of the older types of maps well look at today. The first thing you should
understand about bump maps is that the detail they create is fake. Thats right, bump maps create
the illusion of depth on the surface of a model using a very simple lighting trick. No additional
resolution is added to the model as a result of a bump map.
Typically, bump maps are grayscale images that are limited to 8-bits of color information. Thats only
256 different colors of black, gray or white. These values in a bump map are used to tell the 3D
software basically two things. Up or down.
When values in a bump map are close to 50% gray, theres little to no detail that comes through on
the surface. When values get brighter, working their way to white, details appear to pull out of the
surface. To contrast that, when values get darker and closer to black, they appear to be pushing into
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the surface.
Bump maps are really great for creating tiny details on a model. For example pores or wrinkles on
skin. They are also relatively easy to create in and edit in a 2D application like Photoshop considering
you are just using grayscale values.
The problem with bump maps is that they break pretty easily if the camera views them from the
wrong angle. Since the detail they create is fake and not real resolution being added, the silhouette of
the geometry that the bump map is applied to will always be unaffected by the map.
Normal Maps
Normal maps can be referred to as a newer, better type of bump map. As with bump maps, the first
thing you need to understand about normal maps is that the detail they create is also fake. Theres no
additional resolution added to the geometry in your scene. 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.
As we already know, a bump map uses grayscale values to provide either up or down information. A
normal map uses RGB information that corresponds directly with the X, Y and Z axis in 3D space. This
RGB information tells the 3D application the exact direction of the surface normals are oriented in for
each and every polygon. The orientation of the surface normals, often just referred to as normals, tell
the 3D application how the polygon should be shaded.
In learning about normal maps, you should know that there are two totally different types. These two
types look completely different when viewed in 2D space.
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The most commonly used is called a Tangent Space normal map and is a mixture of primarily purples
and blues . These maps work best for meshes that have to deform during animation. Tangent Space
normal maps are great for things like characters. For assets that dont need to deform, often times an
Object Space normal map is used. These maps have a rainbow assortment of different colors as well
as slightly improved performance over Tangent Space maps.
There are definitely some things you need to be aware of when considering using a normal map.
Unlike a bump map, these types of maps can be very difficult to create or edit in a 2D software like
Photoshop (http://www.digitaltutors.com/software/Photoshop-tutorials). Likely, you will bake a
normal map (http://blog.digitaltutors.com/tips-creating-perfect-normal-maps-every-time/) out using a
high resolution version of your mesh. There are however some exceptions for editing these types of
maps. MARI (http://www.digitaltutors.com/software/MARI-tutorials) for example has the ability to
paint the type of surface normal information we see in a normal map.
When it comes to support, normal maps are pretty well integrated into most pipelines. Unlike a bump
map, there are exceptions to this rule. One of those would be mobile game design. Only recently has
hardware evolved to the point where mobile games are beginning to adopt normal mapping into
their pipelines.
Displacement Maps
When it comes to creating additional detail for your low-resolution meshes, displacement maps are
king. These types of maps physically displace (as the name implies) the mesh to which they are
applied. In order for detail to be created based on a displacement map, usually the mesh must be
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Regardless of which map you choose to use, understanding how each map works and both its
strengths as well as its weaknesses will only make your decision easier. Ultimately the map you go
with should be the one that best fits the needs of the scenario you find yourself dealing with. If youre
interested in checking out training that deals with these three different types of maps, make sure and
check out the texturing courses youll find for ZBrush
(http://www.digitaltutors.com/11/training_search.php?searchString=texturing), Mudbox
(http://www.digitaltutors.com/11/training_search.php?searchString=texturing) and MARI
(http://www.digitaltutors.com/11/training_search.php?searchString=texturing).
Fundamentals (http://blog.digitaltutors.com/subject/fundamentals/),
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Texturing (http://blog.digitaltutors.com/subject/texturing-3d/)
SOFTWARE
By
Eddie Russell
From digital art to graphic design to texturing, Eddie contributes video training and articles that touch
almost every subject. He does everything. Except birthdays.
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video-game-creative-inspiration/)
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