![]() I cannot believe I am getting trolled for just pointing out this FACT. In 2022 a Texture mod like this should AT LEAST consist of a Diffuse/Albedo map, a Normal map and a Specular Map. For example, if you want a wall to be made out of brick, you can choose an image file with a photograph of bricks. Mapping the diffuse color is like painting an image on the surface of the object. It defines the color and pattern of the object. The whiter the pixel, the more shiny the object in that specific place on the texture (or on the texel).Ī Diffuse map is the most common kind of texture map. Typically a specular map is a black and white image that maps out the shininess value on an object. Specular maps are used to define the shininess/highlight on a surface. It is used to add details without using more polygons. In 3D computer graphics, normal mapping, or Dot3 bump mapping, is a texture mapping technique used for faking the lighting of bumps and dents – an implementation of bump mapping. THIS TEXTURE MOD DOES NOT USE THE FOLLOWING. ![]() I really don’t understand what is so hard.
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