Week 5 - IBL and Displacement maps and Adding AO maps

 IBL and Displacement

Week 5 is talking about IBL ( image based lighting ) and Displacement maps and how to do them if we want to use them for the work we are producing for this module.

IBL - What this is, is basically using photographic images to produce lighting and appearance in parts of a scene where you want lighting to be. You will find that the most common form is through HDRI ( High Dynamic Range Images ). It uses a set of techniques to reproduce a greater dynamic range of luminosity to the scene so it makes it brighter or darker depending on the type of lighting you want.




The good thing about this is that it as faster rendering speeds which means you don't have to wait around ages for slow renders. Another good point is that it uses photo realism to give it these lighting effects.

Displacement maps - You would think that displacement maps are next gen but apparently they are were from way back in the 1980s. Its similar to bump mapping but adjusts the positions of the surface element you are working with.

When using displacement maps you must always make sure that the mesh has sub-divisions for it to work properly.





As shown in the image above displacement maps use a grey scale image that uses the black to white colors to change the way the image is displayed. It can be rendered to push the surface in or pull it out giving it that much more 3D effect to the model.


Asset work and working with AO maps

After working on some more parts to put on the poker table I have finished modelling and texturing the poker chips to go on the poker table.

I have done 4 different colour poker chips so that it makes it more realistic because poker chips don't come in one colour. The good thing about displacement maps is that they won't overwrite or replace the normal maps you create for the model.





As you can see I have made the poker chips so that the layout for them are different with each stack. I think this makes it look a lot better and gives it more detail.


I realized after working on these assets that I could add bit more depth to them by adding an AO (Ambient Occlusion) map to them. Although it doesn't do too much to the model it still gives it more shadow and makes it look bit more realistic. An AO map basically bakes where the shadows would be onto the models using the UV's that I created for the model.



The image above shows Ambient Occlusion being used.


The first model I added an AO map to is the post box, Although it may not give of much shadow you can still see its added that extra depth to the model to make it look a lot better and realistic.






As you can see not a massive difference but you can see the depth its added to the model.

 Next I worked on adding an AO map to the TV asset.



As you can see the same sort of thing as the post box, it doesn't add a lot but still that little bit of detail to make it look better.

I added an AO map to the chair to see if it would look any different and add bit of shadow to the asset. I changed the texture for the chair from the previous one to try and get that better wooden chair look.




There isn't a massive difference with an AO map but still some bits of detail for that extra depth.


Next I worked on modelling and texturing the street bin.




Here is my textured street bin. After finally finishing the texture for it i realize that for a bin it maybe a bit too clean so I decided to add dirt to it.




Finally finished adding the dirt to the bin and decided to add rubbish inside the bin so it gives it more detail.

I added an AO map to it to see what it looks like and it adds some shadow to the darker places of the model giving it that realistic look.




Finally finished the security camera asset I have been working on.




As you can see image shows untextured and textured model.


Next asset I worked on is the police barrier for in the street area of the level.


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