Last we will see how important are Bump, Diffuse and Specular maps to make your model look realistic.
BUMP MAP
I
used a Blinn shader since it can simulate both matt (thanks to its soft
specular highlight) and shiny surface (useful when the tortoise-shell
is wet).
In most cases, starting from the Color map we simply
get the bump map. But sometimes this is not possible. Why? Look at the
example:
Fig. 35
Fig. 36Remembering that 3D softwares uses black and
white colors to determine how light behaves, fig. 35 clearly shows why
in this case we can't simply turn the color map in greyscale; if we did
that, we would obtain what you can see in fig. 36. This is because the
black spot and other black elements are considered as negative and so
pushed down. So, to get the right result (fig. 35) you need to draw the
bump map, using the color map as reference. Look at the difference:
Fig. 37
Fig. 38
Fig. 39 - a closer viewFig. 37 shows the bump map used in fig. 36, while fig. 38 shows the correct bump map.
DIFFUSE MAP
With
this map we can control the ability of the material to reflect light in
all directions. Starting from the color map we can simply obtain the
diffuse map by converting it in grayscale and changing the brightness
and contrast values in Photoshop:
Fig. 40 - color map
Fig. 41 - grayscale
Fig. 42 - diffuse mapIn
this case I increased the brightness (otherwise the tortoise-shell
would have appeared too dark) and reduced the contrast values (to make
the tortoise-shell look not too shiny):
Fig. 43 - Contrast -60
Fig. 44 - Contrast 0SPECULAR MAP
The
Specular Shading attributes control the appearance of specular
highlights on a surface. This means that once you have mapped the
specular map on the Specular Color, you need to modify the Eccemtricity
(Controls the size of shiny highlights on the surface; small values,
produce small highlight that simulate shiny surface), the Specular Roll
Off (The ability of the surface to reflect its surroundings; use 0.3 to
simulate wet surface) and the Reflectivity, too. To create the specular
map start from the bump map and increase or decrease the brightness and
contrast values to get the effect (shiny or dull) you want. Look at the
examples:
Fig. 45 - Bump map

Fig. 46 - Spcular "shiny"

Fig. 47 - Specular "dull"
Fig. 48
Fig. 49As
you can see, fig. 48 (which uses the dull specular map) is less shiny
than fig. 49 (which uses the shiny specular map). But, as I said
before, you need to adjust some other values, too:
Fig. 50

Fig. 51

Fig. 52

Fig. 53

Fig. 54

Fig. 55
Well, before the final greetings let's see how wolud appear the tortoise-shell whitout all this maps:
Fig. 56 - Only Color map
Fig. 57 - All maps(Tip:
if you want to see the effect using a map or not, hide it during the
rendering. To do this left click on the attribute, Diffuse for exsmple,
and choose Ignore when Rendering from the pop up menu. To reset, left
click and choose Don't Ignore when Rendering):
Fig. 58The arrow indicates the icon that appears when you choose Ignore when Rendering.
Bye!
Denis Zen
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