{"id":375,"date":"2022-02-01T09:54:12","date_gmt":"2022-02-01T09:54:12","guid":{"rendered":"https:\/\/3dstudio.co\/?p=375"},"modified":"2026-03-23T05:35:28","modified_gmt":"2026-03-23T05:35:28","slug":"3d-texture-mapping","status":"publish","type":"post","link":"https:\/\/3dstudio.co\/pt\/3d-modeling\/3d-texture-mapping\/","title":{"rendered":"3D Texture Maps Fundamentals"},"content":{"rendered":"<h2 class=\"wp-block-heading\" id=\"introduction\">Introduction<\/h2>\n\n\n\n<p>The texture map is a final piece of a puzzle you just can\u2019t do without when creating a model.&nbsp; Same as none of the 3D visualization or <a href=\"https:\/\/3dstudio.co\/pt\/3d-modeling-services\/\">3D modeling services<\/a> would be able to provide outstanding results if it wasn\u2019t for the variety of texture maps.&nbsp;<\/p>\n\n\n\n<p>They are used to create special effects, repeating textures, patterns, and fine details like hair, skin, etc. If you have complete mesh and a UV map, simply applying texture to it won\u2019t yield the results.&nbsp;<\/p>\n\n\n\n<p>You need texture maps to define the color, shininess, glow, transparency, and many other qualities of your 3D model. And these are just a few of them.&nbsp;<\/p>\n\n\n\n<p>We\u2019re going to get you familiar with the most common types of texture maps in 3D modeling and their categories.<\/p>\n\n\n\n<p>But first things first.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"what-is-texture-mapping\">What is Texture Mapping?<\/h2>\n\n\n\n<p>Texture mapping, in its essence, means applying a 2D image onto the surface of 3D objects, known as <a href=\"https:\/\/3dstudio.co\/pt\/uv-unwrapping-software\/\">UV mapping<\/a>, so the computer can generate that data on the object during rendering.<\/p>\n\n\n\n<p>Simply put: <strong>texture mapping is like wrapping an image <\/strong>around the object to map the pixels of the texture to the 3D surface.<\/p>\n\n\n\n<p>It significantly reduces the number of polygons and lightning calculations required to create a sophisticated 3D scene.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img fetchpriority=\"high\" decoding=\"async\" width=\"1000\" height=\"1000\" src=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/what-is-texture-mapping.jpg\" alt=\"what is texture mapping\" class=\"wp-image-657\" srcset=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/what-is-texture-mapping.jpg 1000w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/what-is-texture-mapping-300x300.jpg 300w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/what-is-texture-mapping-150x150.jpg 150w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/what-is-texture-mapping-768x768.jpg 768w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/what-is-texture-mapping-12x12.jpg 12w\" sizes=\"(max-width: 1000px) 100vw, 1000px\" \/><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"pbr-vs-non-pbr-modeling\">PBR vs Non-PBR Modeling<\/h2>\n\n\n\n<p>You start working with texture long before you even finish your mesh since you always have to keep it in mind. <strong>The software you create a model for determines what <\/strong><strong>texture maps<\/strong><strong> you will use to add details<\/strong>.<\/p>\n\n\n\n<p>There are texture maps for PBR or non-PBR materials. Both provide photorealistic textures, but one is a good fit for game engines and the other for marketing and promotional purposes.&nbsp;<\/p>\n\n\n\n<p><strong>PBR<\/strong> is an abbreviation for physical-based rendering that <strong>uses accurate lighting to achieve photorealistic textures<\/strong>. Though it appeared in the 1980s, it&#8217;s become a standard for all materials now.<\/p>\n\n\n\n<p>The best 3D modeling software to use PBR are Unity, Unreal Engine 4, Painter, <a href=\"https:\/\/www.substance3d.com\/\" target=\"_blank\" rel=\"noreferrer noopener nofollow\">Substance<\/a>, and upcoming Blender v2.8.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe title=\"PBR Explained in 3 Minutes - Physically Based Rendering\" width=\"800\" height=\"450\" src=\"https:\/\/www.youtube.com\/embed\/_ZbkOZNgwNk?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><figcaption><meta charset=\"utf-8\">PBR Explained in 3 Minutes &#8211; Physically Based Rendering<\/figcaption><\/figure>\n\n\n\n<p><strong>Non-PBR<\/strong>, on the contrary, <strong>also accounts for stunning photorealistic results, but at a much higher price<\/strong>. You need to use a lot more maps and settings to get these results even with the flexibility of the textures.<\/p>\n\n\n\n<p><a href=\"https:\/\/www.autodesk.com\/products\/maya\/free-trial\" target=\"_blank\" rel=\"noreferrer noopener nofollow\">Maya<\/a>, 3ds Max, and Modo are the most common applications that use non-PBR texture maps.&nbsp;<\/p>\n\n\n\n<p>With that said, if you create your 3D models for a game engine, you\u2019d better go with the PBR textures. Still, if you pursue promotional purposes, you\u2019ll be just fine rendering a model with non-PBR texture.<\/p>\n\n\n\n<p class=\"tip\"><strong>Pro tip:<\/strong> either way, you have to UV unwrap your model so the texture is mapped onto your model the way you intend it to, regardless of the texture type used.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"pbr-texture-maps\">PBR Texture Maps<\/h2>\n\n\n\n<figure class=\"wp-block-image size-full\"><img decoding=\"async\" width=\"1000\" height=\"1000\" src=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/different-texture-maps-guide.jpg\" alt=\"different texture maps guide\" class=\"wp-image-655\" srcset=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/different-texture-maps-guide.jpg 1000w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/different-texture-maps-guide-300x300.jpg 300w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/different-texture-maps-guide-150x150.jpg 150w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/different-texture-maps-guide-768x768.jpg 768w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/different-texture-maps-guide-12x12.jpg 12w\" sizes=\"(max-width: 1000px) 100vw, 1000px\" \/><\/figure>\n\n\n\n<p>Now, since the PBR is becoming more standardized and offers more variety of texture maps, we\u2019ll start with them.&nbsp;<\/p>\n\n\n\n<p>As stated before, having a 2D image you want to place onto your 3D model is not enough to get the result. You use multiple texture maps to tweak different options to add richness and subtlety to your model. So, each map is responsible for different effects.<\/p>\n\n\n\n<p>There are the following texture maps:<\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"1-albedo\">1. Albedo<\/h3>\n\n\n\n<p>Albedo texture maps are<strong> one of the most basic maps you use in your model since they define its basic color with no shadows or glare<\/strong>. Regarding this, they can be a flat light image of the pattern you want to apply to your object or a single color.&nbsp;<\/p>\n\n\n\n<p class=\"note\"><strong>Note:<\/strong> to avoid inconsistency in your 3D model, make sure the lighting is flat. The lightning may be different from the source image. It only creates unnecessary shadows.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img decoding=\"async\" width=\"854\" height=\"385\" src=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/albedo-diffuse-basic-color-map.jpg\" alt=\"albedo diffuse basic color map\" class=\"wp-image-660\" srcset=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/albedo-diffuse-basic-color-map.jpg 854w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/albedo-diffuse-basic-color-map-300x135.jpg 300w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/albedo-diffuse-basic-color-map-768x346.jpg 768w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/albedo-diffuse-basic-color-map-18x8.jpg 18w\" sizes=\"(max-width: 854px) 100vw, 854px\" \/><figcaption>Albedo map<\/figcaption><\/figure>\n\n\n\n<p>Besides, they are often used to shade reflected light, especially in metal textures.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"2-ambient-occlusion\">2. Ambient occlusion<\/h3>\n\n\n\n<blockquote class=\"wp-block-quote is-layout-flow wp-block-quote-is-layout-flow\"><p><strong>Map scale:<\/strong> Gray \u4e00 black denotes shadowed areas and white \u4e00 the most lit areas.<\/p><\/blockquote>\n\n\n\n<p>If you\u2019re looking for something opposite to Albedo maps but can\u2019t find the name for it \u4e00 it\u2019s ambient occlusion map often referred to as AO. AO texture maps are usually combined with the albedo by the PBR engine to define how it reacts to light.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1000\" height=\"459\" src=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/ao-map-mapping.jpg\" alt=\"ao map mapping\" class=\"wp-image-661\" srcset=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/ao-map-mapping.jpg 1000w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/ao-map-mapping-300x138.jpg 300w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/ao-map-mapping-768x353.jpg 768w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/ao-map-mapping-18x8.jpg 18w\" sizes=\"(max-width: 1000px) 100vw, 1000px\" \/><figcaption>AO map<\/figcaption><\/figure>\n\n\n\n<p>It is <strong>used to improve the realism of the object by simulating the shadows generated by the environment<\/strong>. So, shadows are not solid black, but more realistic and softer, especially at places that get less light.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"854\" height=\"390\" src=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/ambient-occlusion-map.jpg\" alt=\"ambient occlusion map\" class=\"wp-image-663\" srcset=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/ambient-occlusion-map.jpg 854w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/ambient-occlusion-map-300x137.jpg 300w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/ambient-occlusion-map-768x351.jpg 768w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/ambient-occlusion-map-18x8.jpg 18w\" sizes=\"(max-width: 854px) 100vw, 854px\" \/><figcaption><meta charset=\"utf-8\">Ambient occlusion map<\/figcaption><\/figure>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"3-normal\">3. Normal<\/h3>\n\n\n\n<blockquote class=\"wp-block-quote is-layout-flow wp-block-quote-is-layout-flow\"><p><strong>Map scale: <\/strong>RGB values \u4e00 green, red, and blue that correspond to X, Y, and Z axis.<\/p><\/blockquote>\n\n\n\n<p>In normal maps, RGB values (green, red, and blue) are used to create bumps and cracks in your model to add more depth to the <a href=\"https:\/\/3dstudio.co\/pt\/polygon-mesh\/\">polygon mesh<\/a>. The R, G, and B dictate the X, Y, and Z axis of the base mesh in three directions to ensure better accuracy.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1000\" height=\"455\" src=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/normals-map-object.jpg\" alt=\"normals map object\" class=\"wp-image-664\" srcset=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/normals-map-object.jpg 1000w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/normals-map-object-300x137.jpg 300w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/normals-map-object-768x349.jpg 768w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/normals-map-object-18x8.jpg 18w\" sizes=\"(max-width: 1000px) 100vw, 1000px\" \/><figcaption>Normal map<\/figcaption><\/figure>\n\n\n\n<p>Moreover, it is important to note that normal maps don\u2019t change the base geometry of an object. <strong>They just use complex calculations to fake the dents or bumps with the light effects<\/strong>.&nbsp;<\/p>\n\n\n\n<p class=\"note\"><strong>Note:<\/strong> since there is a lot of light used in a normal map, you should hide the seams of your object better, unless you want them to be clearly seen.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1000\" height=\"454\" src=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/normal-map.jpg\" alt=\"normal map texture\" class=\"wp-image-665\" srcset=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/normal-map.jpg 1000w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/normal-map-300x136.jpg 300w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/normal-map-768x349.jpg 768w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/normal-map-18x8.jpg 18w\" sizes=\"(max-width: 1000px) 100vw, 1000px\" \/><\/figure>\n\n\n\n<p>With such an approach these bumps are not visible past a certain viewing point, especially if they are exaggerated. However, it allows keeping the polygon count low while getting a real object.<\/p>\n\n\n\n<p>So, it\u2019s a win-win.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"4-roughness\">4. Roughness&nbsp;<\/h3>\n\n\n\n<blockquote class=\"wp-block-quote is-layout-flow wp-block-quote-is-layout-flow\"><p><strong>Map scale: <\/strong>Gray \u4e00 black represents the maximum roughness, white \u4e00 smooth surface.<\/p><\/blockquote>\n\n\n\n<p>A roughness or glossiness texture map is a self-explanatory map. So, <strong>it defines how smooth your model is, depending on how light reflects off it<\/strong>. This map is vital since different objects have different levels of roughness. Like, the light won\u2019t be scattered across a mirror and rubber in the same way.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1000\" height=\"451\" src=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/roughness-map.jpg\" alt=\"roughness map texture\" class=\"wp-image-666\" srcset=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/roughness-map.jpg 1000w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/roughness-map-300x135.jpg 300w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/roughness-map-768x346.jpg 768w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/roughness-map-18x8.jpg 18w\" sizes=\"(max-width: 1000px) 100vw, 1000px\" \/><figcaption>Roughness map<\/figcaption><\/figure>\n\n\n\n<p>So to reflect it in your model in the best possible way you have to tweak the roughness value. If it\u2019s zero, the model won\u2019t scatter light at all. The lightning and reflections will be brighter in this case.&nbsp;<\/p>\n\n\n\n<p>On the other hand, if it\u2019s full, your material will get much more light scattered around. However, the lighting and reflection will appear dimmer.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1000\" height=\"452\" src=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/roughness-map-example.jpg\" alt=\"roughness map example\" class=\"wp-image-667\" srcset=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/roughness-map-example.jpg 1000w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/roughness-map-example-300x136.jpg 300w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/roughness-map-example-768x347.jpg 768w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/roughness-map-example-18x8.jpg 18w\" sizes=\"(max-width: 1000px) 100vw, 1000px\" \/><\/figure>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"5-metalness\">5. Metalness<\/h3>\n\n\n\n<blockquote class=\"wp-block-quote is-layout-flow wp-block-quote-is-layout-flow\"><p><strong>Map scale: <\/strong>Gray \u4e00 black denotes non-metallic, white \u4e00 fully metallic.<\/p><\/blockquote>\n\n\n\n<p>This one\u2019s fairly easy to guess. This texture map defines whether an object is made of metal. Metal reflects light differently than other materials, so it can make a difference to the final look of your object. It easily simulates the real material and is closely tied with the albedo map.<\/p>\n\n\n\n<p>Though metal maps are grayscale, it is recommended to use only black and white values.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"464\" src=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/metallic-map-1024x464.jpg\" alt=\"metallic map\" class=\"wp-image-668\" srcset=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/metallic-map-1024x464.jpg 1024w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/metallic-map-300x136.jpg 300w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/metallic-map-768x348.jpg 768w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/metallic-map-18x8.jpg 18w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/metallic-map.jpg 1280w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><figcaption>Metallic map&nbsp;<\/figcaption><\/figure>\n\n\n\n<p>Black, in this case, represents that part of the map using albedo map as the <a href=\"https:\/\/www.creativebloq.com\/how-to\/get-started-with-diffuse\" target=\"_blank\" rel=\"noreferrer noopener nofollow\">diffuse color<\/a> and white \u4e00 to define the brightness and color of the reflections and set black as the diffuse color for materials.<\/p>\n\n\n\n<p>The reflections provide the details and color for the materials, so the diffuse color is not relevant in this case.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"468\" src=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/metalness-map-1024x468.jpg\" alt=\"metalness map\" class=\"wp-image-669\" srcset=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/metalness-map-1024x468.jpg 1024w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/metalness-map-300x137.jpg 300w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/metalness-map-768x351.jpg 768w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/metalness-map-18x8.jpg 18w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/metalness-map.jpg 1280w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><figcaption>Metalness map&nbsp;<\/figcaption><\/figure>\n\n\n\n<p>Overall, metal maps provide great value, but being tied with albedo maps sets some limitations for using them.&nbsp;<\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"6-height\">6. Height<\/h3>\n\n\n\n<blockquote class=\"wp-block-quote is-layout-flow wp-block-quote-is-layout-flow\"><p><strong>Map scale: <\/strong>Gray \u4e00 black represents the bottom of the mesh, white \u4e00 the peak.<\/p><\/blockquote>\n\n\n\n<p>To take one step further from the normal texture map, you have to use height maps. <strong>They give you the best details that look equally good at all angles and different lighting<\/strong>.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"854\" height=\"385\" src=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/height-map-scale.jpg\" alt=\"height map scale\" class=\"wp-image-670\" srcset=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/height-map-scale.jpg 854w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/height-map-scale-300x135.jpg 300w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/height-map-scale-768x346.jpg 768w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/height-map-scale-18x8.jpg 18w\" sizes=\"(max-width: 854px) 100vw, 854px\" \/><figcaption>Height map<\/figcaption><\/figure>\n\n\n\n<p>Height maps are considered resource-intensive. Instead of faking the dents and bumps they actually modify the geometry of your model. Adding small details to the mesh doesn\u2019t seem like a big deal until you realize that finer details come at a price.&nbsp;<\/p>\n\n\n\n<p class=\"tip\"><strong>Pro tip:<\/strong> if you want to use height texture maps on the web, it\u2019s best to bake them when exporting a 3D model.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1000\" height=\"453\" src=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/height-map-object.jpg\" alt=\"height map object\" class=\"wp-image-671\" srcset=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/height-map-object.jpg 1000w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/height-map-object-300x136.jpg 300w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/height-map-object-768x348.jpg 768w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/height-map-object-18x8.jpg 18w\" sizes=\"(max-width: 1000px) 100vw, 1000px\" \/><\/figure>\n\n\n\n<p>Height maps increase the polygon count of an object. It might be fine for <a href=\"https:\/\/3dstudio.co\/pt\/low-and-high-poly-modeling\/\">high poly modeling<\/a>, but still, these maps slow down the rendering time. That\u2019s why it is only used by high-end game engines, while others prefer normal maps.&nbsp;<\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"7-specular\">7. Specular<\/h3>\n\n\n\n<blockquote class=\"wp-block-quote is-layout-flow wp-block-quote-is-layout-flow\"><p><strong>Map scale: <\/strong>full RGB \u4e00 green, red and blue (metallic left out of albedo).<\/p><\/blockquote>\n\n\n\n<p>The alternative to the metalness map is the specular map that provides the same effect if not better. This texture map is responsible for the color and amount of light reflected by the object. <strong>It is important if you want to create shadows and reflections on non-metallic materials<\/strong>.<\/p>\n\n\n\n<p>In PBR textures, specular ones affect how your albedo is rendered out of the desired texture and can use full RGB color for that.<\/p>\n\n\n\n<p>Let\u2019s say you want to create a brass material with the metal map. In this case, you just paint that section of your map a brass color in the albedo. The material will appear brass.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1000\" height=\"551\" src=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/specular-map-vs-metalness.jpg\" alt=\"specular map vs metalness\" class=\"wp-image-673\" srcset=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/specular-map-vs-metalness.jpg 1000w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/specular-map-vs-metalness-300x165.jpg 300w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/specular-map-vs-metalness-768x423.jpg 768w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/specular-map-vs-metalness-18x10.jpg 18w\" sizes=\"(max-width: 1000px) 100vw, 1000px\" \/><figcaption>Specular map and metalness map compared (source <a href=\"https:\/\/www.youtube.com\/watch?v=mrNMpqdNchY&amp;t=191s&amp;ab_channel=CGCookie\" target=\"_blank\" rel=\"noreferrer noopener nofollow\">YouTube<\/a>)<\/figcaption><\/figure>\n\n\n\n<p>Instead, if you use a specular map the brass section of the albedo will be black. Here you will need to paint the brass details onto the specular map. The result will be the same \u4e00 material will appear brass.<\/p>\n\n\n\n<p><strong>Though you get more flexibility with specular maps, the process adds more complexity to this method<\/strong>.<\/p>\n\n\n\n<p>So, it\u2019s up to you which one to use \u4e00 metalness or specular.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"8-opacity\">8. Opacity<\/h3>\n\n\n\n<blockquote class=\"wp-block-quote is-layout-flow wp-block-quote-is-layout-flow\"><p><strong>Map scale: <\/strong>Gray \u4e00 black defines transparent, white \u4e00 opaque.<\/p><\/blockquote>\n\n\n\n<p>Since metal, wood, and plastic are not the only materials you use in your models, it is important to know about the opacity texture map. It allows you to <strong>make certain parts of your model transparent<\/strong>, especially if you\u2019re creating glass elements or tree branches.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1000\" height=\"552\" src=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/opacity-map.jpg\" alt=\"opacity map\" class=\"wp-image-675\" srcset=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/opacity-map.jpg 1000w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/opacity-map-300x166.jpg 300w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/opacity-map-768x424.jpg 768w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/opacity-map-18x10.jpg 18w\" sizes=\"(max-width: 1000px) 100vw, 1000px\" \/><figcaption>Creating a cube with opacity map (source <a href=\"https:\/\/www.youtube.com\/watch?v=6Xu69G2ko_E&amp;ab_channel=KatsBits\" target=\"_blank\" rel=\"noreferrer noopener nofollow\">YouTube<\/a>)<\/figcaption><\/figure>\n\n\n\n<p>However, if your object is solid glass or made from other translucent material, it\u2019s better to use the constant value of 0.0 being opaque and 1.0. \u4e00 transparent.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"9-refraction\">9. Refraction<\/h3>\n\n\n\n<blockquote class=\"wp-block-quote is-layout-flow wp-block-quote-is-layout-flow\"><p><strong>Map scale: <\/strong>constant value.<\/p><\/blockquote>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1000\" height=\"530\" src=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/reflection-refraction-map.jpg\" alt=\"reflection and refraction map\" class=\"wp-image-676\" srcset=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/reflection-refraction-map.jpg 1000w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/reflection-refraction-map-300x159.jpg 300w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/reflection-refraction-map-768x407.jpg 768w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/reflection-refraction-map-18x10.jpg 18w\" sizes=\"(max-width: 1000px) 100vw, 1000px\" \/><figcaption>Refraction map and reflection maps applied to an object (source <a href=\"https:\/\/www.youtube.com\/watch?v=LjnOBKd9uT0&amp;t=959s&amp;ab_channel=3DGraphicsGuide\" target=\"_blank\" rel=\"noreferrer noopener nofollow\">YouTube<\/a>)<\/figcaption><\/figure>\n\n\n\n<p>The material of an object defines how the light reflects off it. The light correspondingly affects whether an object looks real enough. It is especially important for certain surfaces like glass and water since they affect the speed of the light that travels through them.&nbsp;<\/p>\n\n\n\n<p>So, the light bends when it passes through gas or liquid which is called <a href=\"https:\/\/www.britannica.com\/science\/refraction\" target=\"_blank\" rel=\"noreferrer noopener nofollow\">refraction<\/a>. That is why certain things look distorted when viewed through a transparent object. Refraction contributes to that in real life and refraction texture maps help to replicate it in 3D space.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"10-self-illumination\">10. Self-illumination<\/h3>\n\n\n\n<blockquote class=\"wp-block-quote is-layout-flow wp-block-quote-is-layout-flow\"><p><strong>Map scale: <\/strong>full RGB.<\/p><\/blockquote>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1000\" height=\"562\" src=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/self-illumination-map-in-3d-max.jpg\" alt=\"self illumination map in 3ds max\" class=\"wp-image-677\" srcset=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/self-illumination-map-in-3d-max.jpg 1000w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/self-illumination-map-in-3d-max-300x169.jpg 300w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/self-illumination-map-in-3d-max-768x432.jpg 768w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/self-illumination-map-in-3d-max-18x10.jpg 18w\" sizes=\"(max-width: 1000px) 100vw, 1000px\" \/><figcaption>Self-illumination in 3d Max (source <a href=\"https:\/\/www.youtube.com\/watch?v=05s5sk2Hnps&amp;ab_channel=GrandSkills\" target=\"_blank\" rel=\"noreferrer noopener nofollow\">YouTube<\/a>)<\/figcaption><\/figure>\n\n\n\n<p>Same as the object can reflect the \u201cexternal\u201d light it can emit some light to be seen in dark areas as well. That\u2019s where the last full PBR texture map \u4e00 self-illumination or emissive color map \u4e00&nbsp; comes into play.&nbsp;<\/p>\n\n\n\n<p>It is used to create some LED buttons or simulate the light shining from buildings. Basically, it is like an albedo map, but for light.<\/p>\n\n\n\n<p class=\"tip\"><strong>Pro tip:<\/strong> while you can light an entire scene with the self-illumination map, it can wash realism off your <a href=\"https:\/\/3dstudio.co\/pt\/3d-character-modeling\/\">3D model<\/a>. It\u2019s better to use conventional lighting in this case.&nbsp;<\/p>\n\n\n\n<p><strong>(Image-2 Texture Maps Guide)<\/strong><\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"non-pbr-texture-maps\">Non-PBR Texture Maps<\/h2>\n\n\n\n<p>Since non-PBR texture maps are not standardized or used through a variety of 3D modeling software, there are quite a few to cover.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"diffuse\">Diffuse<\/h3>\n\n\n\n<p>Diffuse maps are equivalent to the albedo maps. They not only define the <strong>basic color of your object<\/strong> but are used by the software to shade the reflected light. That\u2019s actually what differs the diffuse map from albedo.&nbsp;<\/p>\n\n\n\n<p>Diffuse maps aren\u2019t made with flat light and use shadow information to tint surrounding objects with color. You\u2019d hardly notice it, but it will make your 3D object more realistic.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"bump\">Bump<\/h3>\n\n\n\n<blockquote class=\"wp-block-quote is-layout-flow wp-block-quote-is-layout-flow\"><p><strong>Map scale: <\/strong>Gray \u4e00 black indicated the lowest point of geometry, white \u4e00 the highest.<\/p><\/blockquote>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1000\" height=\"562\" src=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/bump-map.jpg\" alt=\"bump map\" class=\"wp-image-679\" srcset=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/bump-map.jpg 1000w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/bump-map-300x169.jpg 300w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/bump-map-768x432.jpg 768w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/bump-map-18x10.jpg 18w\" sizes=\"(max-width: 1000px) 100vw, 1000px\" \/><figcaption>Bump map in Modo (source <a href=\"https:\/\/www.youtube.com\/watch?v=sdl7sInBp9w&amp;ab_channel=PatCrandley\" target=\"_blank\" rel=\"noreferrer noopener nofollow\">YouTube<\/a>)<\/figcaption><\/figure>\n\n\n\n<p>Bump maps are similar to the normal PBR maps but are more basic in that case. They are the least resource-intensive and use simple algorithms to alter the appearance of your 3D model.&nbsp;<\/p>\n\n\n\n<p>Unlike normal maps, <strong>they don\u2019t use RGB to dictate three dimensions of a space<\/strong>. Instead, they utilize grayscale maps that work in an up or down direction, where black is the lowest point of the geometry and white is the highest.<\/p>\n\n\n\n<p>However, there is a disadvantage. <strong>Bump <\/strong><strong>texture maps <\/strong><strong>are the best fit for flat surfaces<\/strong> since faking the geometry on round objects and their edges is faltering.<\/p>\n\n\n\n<p>This inaccuracy is why the scale is tipped in favor of the normal maps.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"reflection\">Reflection<\/h3>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1000\" height=\"562\" src=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/reflection-map-on-object.jpg\" alt=\"reflection map on object\" class=\"wp-image-680\" srcset=\"https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/reflection-map-on-object.jpg 1000w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/reflection-map-on-object-300x169.jpg 300w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/reflection-map-on-object-768x432.jpg 768w, https:\/\/3dstudio.co\/wp-content\/uploads\/2022\/02\/reflection-map-on-object-18x10.jpg 18w\" sizes=\"(max-width: 1000px) 100vw, 1000px\" \/><figcaption>Reflection map in 3d Max (source <a href=\"https:\/\/www.youtube.com\/watch?v=t-Vp9V72esU&amp;ab_channel=MufasuCAD\" target=\"_blank\" rel=\"noreferrer noopener nofollow\">YouTube<\/a>)<\/figcaption><\/figure>\n\n\n\n<p>Finally, the reflection maps are equivalent to the gloss\/roughness maps in the PBR workflow. They are usually a constant value used to define where your object should cast a reflection.&nbsp;<\/p>\n\n\n\n<p class=\"note\"><strong>Note: <\/strong>reflection is visible on the entire object, unless you use different materials.&nbsp;<\/p>\n\n\n\n<p>Working with textures is not simple. You should have gotten it by now. Texture mapping is a critical skill to master as textures make your 3D object complete. So, it is an important step you can\u2019t miss out on when you learn <a href=\"http:\/\/3dstudio.co\/pt\/how-to-3d-model\/\">how to 3D model<\/a>.<\/p>\n\n\n\n<p><em>A plain polygon mesh wouldn\u2019t be as stunning as it is with textures, don\u2019t you agree?<\/em><\/p>","protected":false},"excerpt":{"rendered":"<p>The texture map is a final piece of a puzzle you just can\u2019t do without when creating a model. They are used to create special effects, repeating textures, patterns, and fine details like hair, skin, etc.<\/p>","protected":false},"author":2,"featured_media":565,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"inline_featured_image":false,"footnotes":""},"categories":[2],"tags":[15,13,16],"class_list":["post-375","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-3d-modeling","tag-3d-artist","tag-3d-modeling","tag-guide"],"_links":{"self":[{"href":"https:\/\/3dstudio.co\/pt\/wp-json\/wp\/v2\/posts\/375","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/3dstudio.co\/pt\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/3dstudio.co\/pt\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/3dstudio.co\/pt\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/3dstudio.co\/pt\/wp-json\/wp\/v2\/comments?post=375"}],"version-history":[{"count":42,"href":"https:\/\/3dstudio.co\/pt\/wp-json\/wp\/v2\/posts\/375\/revisions"}],"predecessor-version":[{"id":1307,"href":"https:\/\/3dstudio.co\/pt\/wp-json\/wp\/v2\/posts\/375\/revisions\/1307"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/3dstudio.co\/pt\/wp-json\/wp\/v2\/media\/565"}],"wp:attachment":[{"href":"https:\/\/3dstudio.co\/pt\/wp-json\/wp\/v2\/media?parent=375"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/3dstudio.co\/pt\/wp-json\/wp\/v2\/categories?post=375"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/3dstudio.co\/pt\/wp-json\/wp\/v2\/tags?post=375"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}