Maps Within Texturing

This post is just covering the definitions of different types of maps , I am going to use this as reference in the future.

Here are the definitions :

Normal mapping used to re-detail simplified meshes. In 3D computer graphics, normal mapping is a technique used for faking the lighting of bumps and dents – an implementation of bump mapping. It is used to add details without using more polygons.

A Diffuse map is the most common kind of texture map. It defines the color and pattern of the object. Mapping the diffuse color is like painting an image on the surface of the object.

Bump mapping is a technique in computer graphics for simulating bumps and wrinkles on the surface of an object.

Specular maps are the maps you use to define a surface’s shininess and highlight colour. The higher the value of a pixel (from black to white), the shinier the surface will appear in-game.

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