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This blog post will show of my finished textured crate for assignment one in the 3D Computer Graphics course that I am participating in. I will also explain different parts that go into creating a material mesh. The diffuse map, the specular map, and the normal map.
Diffuse Map
The diffuse map is the actual colors that go onto the model. This is by far the most important map, as it contains the most important information. The diffuse map is also the most frequently used texture mapping method. It wraps the bitmap image onto the 3D geometry surface. Any image can be used which is great if you are trying to go for a photo realistic look on your 3D model. Adding shading in this stage is not advised. If you do add shading then it will not be accurate once other objects and light sources get introduced into the mix.
Here is a picture of my diffuse map that I used for my chest:

Specular Map
Specular mapping is used to add glossiness, lowlights, and highlights to your texture. The colors between black and white determine if something is either going to be shiny or matte. The darker the color, the more matte is becomes. The whiter the color, the more shiny it becomes. Specular mapping can be used to make something look shiny for example plastic, metal or glass, these kind of objects have a very light specular map. Things that make look matte like paper or cloth or earth use a darker specular map. Specular mapping can be very important if you are going for something realistic as it makes the 3D model look far more life like in appearance. Considering what material you are working with is very important.
Here is a picture of my specular map that I used for my chest:

Normal Map
Normal mapping can be used to create the illusion of bumps and dents on a 3D model. The illusion is created by faking the lightning on the model. Normal mapping is used to greatly enhance the visual look and details on 3D models without having to add more polygons to add details to the model. Unfortunately normal mapping cannot be used to add sharp edges and you have to be very conscientious about when to add details as it might not looks the same from all angels because it is dependent on shading, so you are not really creating a bump or dent, just the illusion of one.
Here is a picture of my Normal map that I used for my chest:

Here is the final render of my chest. This render includes all three of the different maps which I have talked about. Normal map, diffuse map, and specular map.

I am pretty happy with how it has turned out. There are definitely some improvements that can be made, but I think that there always are. The specular map is probably the thing which I am least happy with. I’ll have to make sure that the specular map on my next model is better. Hope you enjoyed the read!

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