|
Making the Bump Map
First
of all what is a bump map? We use bump
mapping order to make a surface appear
as if it were irregular and bumpy, bump
mapping should be used in almost every
material even if the bump amount is
very subtle otherwise a surface would
appear to be perfectly smooth such as
the surface of a mirror or plastic,
bump mapping can be used to add additional
detail to a surface such as a scratches
and dents but bump mapping has its limit
when it comes to depth, it will look
good when you used it for small details
but once you try to use bump mapping
for making details like the buttons
on the remote control for example its
will probably end up looking rather
flat because bump mapping does not change
the way the surface is it just changes
the way that surface interact with light
to make areas appear bumped down or
bumped up. For making details such as
the buttons in a remote control you
might consider modeling the buttons
or using displacement mapping, since
displacement does indeed change the
way a surface/geometry is composed.
How
does the bump map work? Like most of
the other map types instead of the color
map a darker area in the map will have
a negative influence and the lighter
area in the map will have a positive
influence, therefore darker areas in
our bump map will appear to be bumped
down (negatively) or bumped up (positively).
So if we add scratches to our map than
we would make them darker in order for
them to be bumped down and other things
such as the root patterns would look
better if they were bumped up therefore
those areas would have a lighter color
in our bump map. The way this rule applied
to other map types for example in a
specular map the negative areas would
be less reflective and positive areas
are more reflective. Most of these type
of maps don't require you to have any
color information in them, we will only
use black and white colors for those
maps.
Here's
an example of a bump map and the effect
this has on a 3d surface, as you can
see, the darker areas of our map are
bumped down negatively on our 3d surface
therefore making it look as if the surface
had small holes in it, and the areas
that are lighter in our map have a positive
influence in our surface therefore making
those areas appear to pop out.
Why
not just use the color map as our bump
map and move on? This might work fine
in some occasions but not on most, we
know now that a bump map gives irregularity
and bumpiness to a surface but by simply
using our color map as our bump map
some information in our color map would
be used for bump mapping calculations
that we don't really want to be included,
what we try to do when using bump mapping
is capture the way that surface would
feel in the real world, now we would
not really feel the color of a surface
right? Therefore color changes should
not be included in a bump map, what
should be included are areas that you
would feel or know that are distorted
such as the pattern of the surface,
a scratch, or dent for example. That's
why it's very important when making
a color map as we just finished making
to keep all the major details separated
in layers as wee did with the color
layers, therefore when we start making
other map types we could simply duplicate
that detail that you want to add to
your bump map without having to deal
with the rest.
Now
were ready to create the bump map, making
it wont take nearly as much because
were going to duplicate layers from
the color set and move them to the bump
set to either be bumped down or up.
We'll
start by creating a new set, name this
set "bump map", create a new
layer inside this set and rename this
layer to "bump base", control
click on the base color layer in the
diffuse color set to make a selection
of the leaf, now fill this selection
in the bump base layer with a color
value of RGB:150, this will produce
a gray color, the reason why we are
not using completely white or black
as our base color is that things are
going to be bumped down and bumped up,
we'll give darker color tones to the
things we want to bump down, things
such as a scratch and lighter colors
to things we want to bump up such as
parts of the leaf pattern.
Add
a noise filter to the base layer and
give it a value of 2, now add a blur
more render filter to it. This will
just break up the surface a bit so it
does not look perfectly smooth.
Make
a duplicate of both the leaf pattern
layer and the pattern detail layer and
move the duplicates to the bump map
set, rename the layers to leaf pattern
bump and pattern detail bump. Set both
of there blending modes to normal, now
change the opacity of the leaf pattern
bump layer to 100 percent. Select the
pattern detail layer and open hue/saturation,
set the saturation to -100 to remove
all the color information since its
not needed in a bump map and it makes
things easier to work with, change the
lightness to 65 since we only want the
pattern details to be slightly bumped
up therefore it only has to be a little
brighter than the bump base color, now
open the hue/saturation for the leaf
pattern bump layer, change the saturation
to -100 and lightness to 80. Now in
order for the leaf pattern bump not
to start up that drastically from the
center vain you can give the edges a
slight blur with the blur tool.
Make
a new layer and call this layer "center
root bump", basically we want to
make the area were the vain is supposed
to be a little rougher so therefore
were going to paint a little bit of
a bigger noise pattern to it. Select
your brush and change your foreground
color to a RGB:125, change the size
of the brush to about 15, spread the
flow to 50 percent, in the brushes tab
increase the scattering to 350 and make
sure dual brush number 60 is activated,
now use the white lines as a reference
to paint the areas between them. Use
the following image as a reference for
the changes made thus far to the bump
map.

Make
a duplicate of the brown damage layer
in the diffuse color set, rename this
layer to brown damage bump, unlike the
red damage the brown damage has noticeable
surface distortion were it is, therefore
were going to give this layer a slightly
lighter color than the bump base for
it to be bumped up a bit, move the layer
up so its above all the bump layers
inside the bump set but below the leaf
pattern bump layer. Open the hue/saturation
for the brown damage bump layer and
se the saturation to -100 and lightness
to 70, this will make it a little brighter
than the pattern detail but a little
darker than the leaf pattern.
For
our last bump detail were going to add
some scratches to the leaf surface,
so make a new layer and name this layer
"scratches", position this
layer above all layers, the scratches
need t oo
be bumped down so therefore we need
to change the foreground color to an
RGB:75 change the brush size to 20,
in the brush tab increase the scattering
to about 400 and in the dual brushes
pick number 112 witch already look likes
a scratch on its own . Now paint over
the surface the way you see fit, but
make sure you don't paint in the edges.
After you finished with the scratches
change the dual brush to number 60 and
the flow to 20 and create a few more
scratches that are more of a circular
pattern instead, now apply a Gaussian
blur to the scratch layer with a value
of 1 to get rid of some of the sharp
edge. Here's a shot of the completed
bump map!

When
you add details such as a scratch to
the bump channel only, the scratch wont
look as good, we need to connect the
scratches to the specular, color and
diffusion maps as well. For example
the scratches in this case would have
a lighter color, not as much light enters
a scratch so therefore the scratches
will have a lower specular amount. Therefore
were going to make a duplication of
the scratches layer and rename it to
"scratches color" and move
it to the diffuse color set, for now
hide the bump set to be able to see
the color maps, move the scratches color
layer so its on to of every other layer
in the diffuse color set, because we
need scratched areas to look lighter
invert the color of the scratches (image>adjustments>invert),
change the blending mode to luminosity,
we also need to do the same for the
"center root bump" layer in
the bump set, so make a duplicate and
rename to center root color and move
it to the diffuse color set, move it
so it's on top of the base color layer
and below the rest of the layers, invert
it's color, change the layer blending
mode to luminosity and give the layer
an opacity value of 75 percent. Here
is a screen of the updated color map,
now that we finished translating some
of the bump map information to the color
map were ready to start making the specular
map.
Here's
a render of the leaf with the added
bump map.

|