Search results

Jump to: navigation, search
  • ...y day. Similar map types: Cavity Map, Crevice Map, [[Curvature map]], Dirt Map. ...ed in the material so they repeat or tile; this avoids having to store two UV sets.
    10 KB (1,675 words) - 18:27, 5 September 2023
  • == What is a Normal Map? == A normal map is an image that stores a direction at each pixel. These directions are cal
    26 KB (4,013 words) - 10:41, 27 November 2018
  • ...different parts of the shader, such as [[Normal map]] or [[Specular color map]]. ...ol "How much of What", such as [[Specular color map]]s or [[Specular gloss map]]s, and are typically (but not always) greyscale (pixels only utilizing one
    6 KB (871 words) - 08:59, 12 May 2016
  • ...osite to the surface normals, so it points to particular parts of the cube map. ...occlusion-like environment lighting, by using a [[Diffusely convolved cube map|diffusely convolved cubemap]].
    20 KB (3,089 words) - 17:25, 22 August 2018
  • A detail map is used to create up-close high-frequency details. ...h a regular texture, except using a higher amount of [[Texture Coordinates|UV tiling]] so it makes smaller pixels. [[Mip Mapping]] allows the detail text
    2 KB (260 words) - 21:42, 29 November 2014
  • ...ame channel, Normal map,Specular map,Specular level map,Gloss map,Emissive map, Two type of Cubemap---One is diffuse cubemap for generating IBL(image base ...d lighting, Diffuse(alpha channel control opacity),Normal map,Ao map/Light map,Specular,Specular lever(mask),Gloss etc., Shadermodel 2.x compatible for AM
    17 KB (2,542 words) - 10:45, 15 January 2020
  • ...in a texture, also called a vector field. This can be used to control the UV coordinates for a water texture, to make the texture flow around rocks. It [http://www.youtube.com/watch?v=2X1vFVGAlwk UDK - Water with Flow Map] video by [http://www.3dality.co.uk/ Hywel Thomas]
    2 KB (348 words) - 07:59, 4 October 2017
  • = Light Map = Because the light map lighting is baked ahead of time the artist can use a non-real-time lighting
    5 KB (769 words) - 13:20, 14 March 2015
  • ...hat maya comes with (the ones bound to shift and ctrl in your viewport and uv editor) are the only ones you cannot edit via the marking menu editor. Thes For the uv editor:
    8 KB (1,082 words) - 19:20, 22 July 2015
  • [http://welbot.8m.com/UVtut/ UV Unwrapping] by [[mailto:webmaster@welbot.8m.com|Welbot]] A very nice tutorial explaining how to lay out a texture map for your 3d models using 3DSMax. This tutorial also makes use of the [http:
    11 KB (1,810 words) - 04:44, 29 July 2014
  • ...ly lower the size of your MAX file if you have been doing a lot of texture UV work on it. ...o i.e. cloning and hiding the model, attaching pieces, applying the planar map, compound morphing the object back together and welding vertices.There are
    27 KB (4,510 words) - 08:33, 26 June 2021
  • ...signment can cost you valuable time resulting in re-assigning not just the UV’s, but re-attaching the mesh to your biped as well. Once your model is r Load up Quake 3 Arena. Go to map Q3DM0 (or any map containing a mirror). Bring down the console and type “\model [character
    19 KB (2,817 words) - 08:55, 17 November 2015
  • ** [http://renderhjs.net/textools/ TexTools] is a free set of tools. Camera Map allows projection painting in conjunction with your 2D painting app, via th **[http://quixel.se Quixel NDO] is a normal map painting app running inside of Photoshop.
    4 KB (564 words) - 11:12, 7 August 2016
  • ...pped differently when the model is exported than they were when the normal map was baked, this can cause the final normal-mapped lighting to zig-zag acros You can use the UV vertex count as a rough guide. However, artists shouldn't worry too much ab
    7 KB (1,152 words) - 15:45, 1 September 2021
  • [[Normal map]]s can be improved greatly by learning the implementation details. To eliminate seams and shading artifacts, the game engine and the normal map [[Texture Baking|baking tool]] should use the same [[Normal_Map_Technical_D
    15 KB (2,395 words) - 08:22, 4 December 2023
  • ...pting (zbrush/mudbox/3dcoat), ability to extract good surface maps (normal map, displacement, ambient occlusion, etc.) ...fferentiation (metal, fabric, flesh, etc.), wear and weathering. Efficient UV mapping.
    6 KB (745 words) - 22:18, 19 April 2020
  • ...ow-to-bake-a-flawless-normal-map-in-3ds-max/ How to Bake a Flawless Normal Map in 3ds Max] <<BR>> is a great overall introduction to normalmapping, but th ...st, however hard surface/mechanical models generally require smoothing and UV splits at sharp angles unless the tangent basis is synced between baking pr
    1 KB (189 words) - 04:45, 29 July 2014
  • == UV Shells == ...V edge. There can be more UV edges than there are hard edges, in fact more UV seams are often necessary to reduce texture warping.
    2 KB (374 words) - 16:20, 1 June 2015
  • ...ad. Using two 256x256 textures to texture an entire scene, one as a normal map and the other [[ChannelPacking|channel packed]] to store four textures. ...xture Workflows Tutorial] ($) - by Justin Marshall / Digital Tutors, using UV organization to assign multiple textures to a single character, and how it
    8 KB (1,156 words) - 14:51, 21 June 2020
  • ...see [[Vertex color]]), controlling the flow across the surface (see [[Flow map]]), etc. ...f the texture. When a model has a UV distance greater than 1 (for example, UV goes from -1 to 2) then the texture will tile across the model.
    10 KB (1,448 words) - 21:40, 17 May 2020
  • ...used when [[Texturing|texturing]] game models. In all cases, the different map types work together to produce the final image rendered onscreen. Artists c ...rency map|opacity]], [[Specular color map|specular]], and [[Specular gloss map|gloss]]. Which types you use will be dictated by the asset itself, and the
    7 KB (1,108 words) - 13:49, 24 May 2015
  • ...in a sea of terms that we don't understand. Everyone knows what a [[normal map]] is, but how does it work? What is [[gloss]]? What does a [[specular]] tex Most of us know what a normal map looks like, we know what gloss does, we know that specular means highlights
    17 KB (2,879 words) - 04:15, 27 September 2014
  • *sand to rock (decal broken wood pine bits) Large normal macro map *sand to bank sand (same decal as above) Large normal macro map
    6 KB (992 words) - 08:30, 13 June 2017
  • === 3D Normal Map Software === ...ormal maps]] from 3D meshes. See also [[#A2D_Normal_Map_Software|2D Normal Map Software]].
    35 KB (4,575 words) - 11:24, 26 June 2021
  • ...87552b5ac6c412649166e6e-6762.htm Mudbox 2011 Help file]. (Note: the vector map is a HDR image, so the full range can't be displayed properly). Image by [h ...placement uses a similar process, except it also uses the high-res model's UV coordinates, creating a correspondence between the two UVs.
    2 KB (258 words) - 10:37, 29 September 2017
  • ...must be edited carefully if you want them to be lit properly with [[Normal map]]s. ...ter than one [[Normal_map#2D_Workflow|sampled from a texture]]. The normal map pixels will be recreating the surface angles of the high-poly mesh, resulti
    17 KB (2,714 words) - 13:08, 25 June 2020
  • ...t records the surface detail and saves that into a [[Texture types|texture map]], using the first model's [[Texture Coordinates]]. ...rmals go into a [[Normal map]], occlusion goes into an [[Ambient occlusion map]], etc.
    28 KB (4,333 words) - 10:25, 26 June 2021
  • UDIM is a form of texture mapping that assigns multiple UV maps to a model using offsets. [https://www.fxguide.com/featured/udim-uv-mapping/ fxguide: UDIM UV mapping]
    891 B (126 words) - 16:02, 5 February 2017

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)

Personal tools
Namespaces

Variants
Views
Actions
Navigation
Tools