Normal bump mapping is a technique that lets you simulate high-resolution surface detail on low-resolution polygonal models.
Normal bump mapping is similar in some respects to regular bump mapping, but it conveys more complex surface detail. Normal bump maps store not only the depth information used in regular bump mapping, but also information on the direction normal of the surface, to produce more life-like results.
The practical benefits of normal bump mapping were first seen in real-time gaming platforms. The ability, however, to create more realistic detail with fewer polygons is desirable in all areas of digital content creation. 3D artists of every specialty should therefore be familiar with two normal bump mapping techniques: the planar projection method and the cage projection method. In this section, each technique is presented in its own tutorial.
Composite Mapping
A composite map layers two or more texture maps onto one another, in order to produce a more detailed image.
The end result is determined by the level of transparency defined for each layer. Transparency can be global (applied to the entire surface of the layer), derived from the layer’s alpha channel, or based on a mask. To fine-tune the image, the pixels of each layer can also be blended with one another in a number of different ways.
In this Mapping, you will create a complex texture map of a steel shutter for a pawn shop. The map will consist of five layers of images composited together using various transparency settings and blending techniques.
Spline Mapping
Spline mapping is useful for mapping curved objects with a cylindrical cross-section, such as a snake or tentacle, as well as curved flat surfaces such as a winding road. This feature lets you use any spline to specify mapping on a mesh surface, as well as manipulate the mapping gizmo via cross-sections for greater accuracy. The result more closely approximates the actual shape of such objects than other mapping methods, making it easier to create convincing texture maps.The end result is determined by the level of transparency defined for each layer. Transparency can be global (applied to the entire surface of the layer), derived from the layer’s alpha channel, or based on a mask. To fine-tune the image, the pixels of each layer can also be blended with one another in a number of different ways.
In this Mapping, you will create a complex texture map of a steel shutter for a pawn shop. The map will consist of five layers of images composited together using various transparency settings and blending techniques.
Spline Mapping