Types Of Maps
Diffuse - A diffuse map is the most is the most common type of texture you will find. Diffuse is a raw colour channel for a 3d model.
Specular - This map defines the shininess, or how much the light the surface reflects. This map is grey scale, white being the most reflective and black the most absorbent.
Gloss - A gloss map helps define the roughness of a surface. The darker areas would be rough, the lighter areas would be smoother. This helps create surface detail when coupled with a specular map.
Albedo/Base colour - An albedo/ base colour map should normally be devoid of shadows and highlights, this map should be just the base colour. An albedo is more commonly known as a diffuse map. The big difference is when used in PBR work flow, there is a lack of directional light or ambient occlusion.
Roughness - A roughness map and gloss map that are similar, though roughness is what would be found in PBR. Dark areas of the texture will have a glossy appearance and white areas of the texture will have a matte appearance.
Metalness - A metal map normally works in black and white but some grey areas can occur dependent on the materials. White being the metal area and black the non metal area.
Normal - Allows you to add small to medium size details, without adding extra polygons. Each colour represents a different axis, this allows for faking of light.
Emissive - An emissive map pixel colours at full intensity, giving a glow effect. This does not emit light to other surfaces.
Opacity - Controls how "soo through" a material is. Black is fully transparent where white is a solid colour.
Ambient Occlusion - An AO map allows you to hard-bake shadows into a texture.
Height - A height map is a greyscale image used to complete different heights. This can be used adding height and texture or adding a landscape.
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