Hello i am new to the forums so thank you all for choosing to view and reply to this post. I want to know why are there so many kinds of maps and how many maps can an in game realistic model really use in an engine like Unity, Cry Engine and UDK ? Im mostly talking about the Ambient Occlusion, Gloss maps, Height maps,…
Depends on the engine. Typically you multiply the Ambient Occlusion into your diffuse to give it extra shadowing depth. Engines like UDK and Cry Engine also have in-engine AO that gets applied to your model based on your mesh itself. Combined with an AO map it can really improve the look of a model. Gloss maps are used in…
Object Space maps give you absolute values on a normal map, tangent space normal maps or regular normal maps gives you normal detail based on the relative normal tangents of a model. Tangent space normal maps are more prone to artifacts, errors, and unsynced tangents, but are more flexible to use in game engines, object…
Seems like a lot of discussion has been going on since i last made this post however i wasn't updated that anyone had said anything? that's pretty weird. To be fair i am the type to sit through hours of video to figure out what i don't know because i feel i should just be that dedicated to my passion. i thank you Torque…