Game Development Community

Textures

by Chris Sargent · in Artist Corner · 09/10/2009 (6:14 pm) · 3 replies

Could someone tell me what all these are as they pertain to textures? I'm no artist but have been dabbling lately with constructor.


1) Normal
2) Specular
3) Ambient Occlusion
4) Displacement

#1
09/10/2009 (7:41 pm)
1)Normal = sometimes called bump, gives faked levels of height on to a 2D surface. It's about how directional light info strikes a surface. Used in connection with Specular. Stops a texutre from looking flat.
2)Specular = shininess of texture, how much it reflects light
3)Ambient Occlusion = kind of a natural shadowing technique, occurs where faces meet at angles on a model.
4)Displacement = I think this one is for the "edging" of parallax mapping. Actual 3D information in a 2D texture.

edit:
farm3.static.flickr.com/2579/3908207098_708ce80b9c_o.jpg
Normal and Specular mapping being picked out from the direction of a light source (left) and no light source to affect Normal and Specular (right) - same as not having Normal or Specular mapping. Notice the flatness of the textures.
#3
09/10/2009 (8:07 pm)
Thanks Steve and Michael!