Diffuse Map
These maps store the base color input and are the most frequently used map.
The difference between a diffuse map and an albedo map is how lighting and ambient occlusion affects the surface of a model.
Specular Map
Specular textures define the shininess of a model's surface. The shininess of the surface is dependant on the value of black being the weakest to white being the strongest.
Normal Map
Generated from greyscale textures called height maps, Normal/Bump maps create the illusion of 3D detail on a 2D surface.
Texturing - Texture Maps
Reviewed by Ben Roughton
on
June 21, 2018
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![Texturing - Texture Maps](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNmQgb176CJz81M1ZchcwjH1XiJ5LbLr43g2NmK6tPGwdE-XwYmvemZKm6nZdThhArQus3oABKt3tHmSsQZIpjUF6I0Z7Mdezdi7lroUh7DqacV_kNQjjXQt3Wc9BxxSsJkiFIz7JGGsc/s72-c/sand+diffuse.png)
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