What are normal and shininess maps?
Normal and shininess maps create bumpy and shiny surfaces.
Normal Map
This is a more modern type of bump map that allows you to add surface detail such as bumps, scratches and irregular surfaces to a model. The map defines depth in 3d space by using the color channels as xyz coordinates.
Shininess Map
This is a greyscale map that defines if light will be reflected off of a surface. White parts of the map define more reflection, dark parts define less and will appear more rough.
Here’s a shininess map example with full white on the blotch, and full black everywhere else.
Fresnel Reflection
This is a slider from 0 to 100 that defines the Fresnel reflectivity. It’s basically the angle from the light to the camera that light will reflect. Higher values will make your material more reflective and lower values less reflective. A normal or shininess map must be loaded for the slider to be active.
Here are some quick examples of what you can achieve with normal and shininess maps!