Types of Maps - PBR Shader Type

Each material can have up to 9 map channels that collaborate with each other to form the texture of the object the material is applied in the PBR Shader Type. You may go to the Texture Settings section in the Modify >> Material tab to see these channels.

Base Color map

  • The most frequently used texture mapping method. It wraps the bitmap image onto the 3D geometry surface while displaying its original pixel color.
  • Any bitmap image, such as scanned images or images captured by digital camera, can be used as diffuse map to represent photo realistic quality.
  • Users can also use image software to make pre-rendered texture effects such as shadow, bevel, bump, lighting or weathering effects.  This approach can effectively simulate real-world 3D effects while greatly saving system resources and rendering time.

    Without Base Color map

    With Base Color map.

Opacity map

  • Make transparency and cut-out effects from grayscale images. The black part will get cut out; the white part will be fully displayed; the gray values determine the transparency (alpha) level of the object.
  • Use bright gray RGB(253,253,253) on the Opacity map to make 2-sided 3D Surface from Plane mesh.

    Without Opacity map

    With Opacity map

Bump map

  • When you import an image to the Bump channel, a dialog will pop up to ask you the format of the image. Choose the Bump radio one if the image you want to import is in a grayscale one.
  • Bump mapping uses the grayscale values of an image map to create variations in the shading of the surface to which the map is applied. It adds details to 3D models without increasing the number of polygons. In Character Creator, white areas of a bump map are shown as high and black areas are shown as low.
  • By moving around the light source we can see how the angular light projection changes the bump look. If the light is facing the surface from a straight 90 degrees angle it the bump effects are the least noticeable.

    Without Bump map

    With Bump map (grayscale)

Normal map

  • When you import an image to the Bump channel, a dialog will pop up to ask you the format of the image. Choose the Normal radio one if the image you want to import is in a normal-based one.
  • A Normal map is made from a high polygon model. Its color representation will affect surfaces like a regular bump map while providing higher degrees of detail.
  • Character Creator can import normal maps created in ZBrush or 3D Studio Max. By using Normal Maps you can make simple low-poly models appear as highly detailed 3D objects.
  • If the image you are loading is not a specially designed normal map, then the result will not be as good.

    Without Normal map

    With Normal map

AO Map (Ambient Occlusion)

This texture mapping method enhance the intrusion and extrusion feeling of the meshes of an object by appending shades around the seams or overlapping edges.

Without AO map

With AO map

Metallic Map

This texture mapping method determines the reflectivity of the mesh surfaces to define them as insulate or metallic. The white means completely reflective while the black means non-reflective.

Roughness Map

Roughness map is used to describe the coarseness caused by mini apertures to define the microsurfaces. The surfaces mapped with white are relatively rough while the ones mapped with black are perfectly smooth.

Displacement Map

You can create monochrome image maps with popular image-editing tools such as Photoshop. By using grayscale height maps, you can push and pull the surface of a 3D model to achieve the ideal look you desire.

Using a vector-based displacement map can produce undercut details on your model. Unlike the height displacement map (monochrome) simply stretches out geometry, vector displacement produces refined curves and edges, creating an unparalleled sense of detail to your model.

Without Displacement map

With Displacement map

Glow map

  • This texture mapping technique allows users to control the glow shape, color and strength.
  • Glow maps will blend with your original diffuse maps, so the lighter the diffuse color (or glow color), the stronger the glow effect.
  • A bright diffuse map in combination with a bright glow map might cause overexposure.

    Without Glow map

    With Glow map

Blend Map

You may add any kind of images as the Blend map to blend with the Diffuse map, which increases the details and subtleties of the object. Character Creator also provides three methods, Multiply, Addition and Overlay, for blending.

Without Blend map

With Blend map (Multiply mode)

Without Blend map

With Blend map (Addition mode)

Without Blend map

With Blend map (Overlay mode)