Normal Map Creation: Difference between revisions

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A [[Normal Maps|normal map]] should be created in the same dimensions as the image texture (color map) it will go with. There are a few options for how to create one, depending on the quality you want, your skill with various programs, or your patience.
#redirect [[Bump map#Creation]]
 
 
 
==Normal Map from a Heightmap==
 
As the Source tool [[Height2Normal]] doesn't work anymore, you will have to resort to other tools in order to convert a heightmap to a normal map.
{{todo|Which ones?}}
 
 
 
==Normal Map from an image editing program==
 
*[[Normal Map Creation in Photoshop or Paint Shop Pro|Photoshop or Paint Shop Pro]]
*[[Normal Map Creation in The GIMP|The GIMP]]
 
 
 
==Normal Map from a 3D program==
*[[Normal Map Creation in XSI|XSI]]
*[[Normal Map Creation in ZBrush2|ZBrush2]]
*[[Normal Map Creation in Lightwave|Lightwave]]
*[[Normal Map Creation in 3D Studio Max|3D Studio Max]]
*[[Normal Map Creation in Maya|Maya]]
 
*[http://developer.nvidia.com/object/melody_home.html NVIDIA Melody]
*[[NormalMapper]]
 
 
===XSI===
*ver 5.0: [http://www.softimage.com/products/xsi/v5/nfvt/default.asp Ultimapper]
*ver 4.x: GPU Surface FX2 {{note|You need XSI foundation or higher to take advantage of this feature, as the Mod Tool has a resolution limit.}}
*ver 3.5: GPU surface FX
 
The name has been changing, but the basic usage is the same:
 
*Move the high resolution model over the low resolution model.
*Select the low resolution one.
*Select GPU Surface FX2 (or Ultimapper in ver 5.0) from Get>Property.
*In GPU Surface FX2 menu:
**Pick the high resolution model (or group).
**Make sure '''normal''' is checked.
**Change settings such as normal map resolution, path, sampling, as you want.
**If you are ready, click '''Regenerate''' button. XSI will make the normal map.
**To preview the result, set Preview Display and Hardware correctly and click '''Create Preview'''.
**'''Important:''' It is necessary to '''invert the green channel of the output file'''. If you don't do this, your up/down normals will appear '''inverted''' in the engine. The simplest way to do this in Photoshop is to open a channel window, (window:channel) select the green channel (which controls up/down), and press Ctrl+I.
 
 
 
==Getting the Normal Map in the Game==
 
<ol><li>Save your normal map as a [[TGA]] in the same resolution as the original texture. Give it a name that ends in _normal. Then convert it to a VTF. The _normal at the end of the name will affect how [[Vtex]] converts it. For the brick wall example, we would name the file <code>brickwall_normal.tga</code>. Place the new VTF in the same place as your original texture.</li>
<li>Add this line to the VMT somewhere between the braces:<br/>
 
<pre>"$bumpmap" "texture name"</pre>
and fill in the path and name of your normal map VTF. Here's an example VMT for a normal-mapped material:
<pre><nowiki>"LightmappedGeneric"
{
    "$basetexture" "walls/brickwall"
    "$surfaceprop" "brick"
    "$bumpmap" "walls/brickwall_normal"
}</nowiki></pre>
 
{{Note|Multiple materials can use the same normal map file.}}</li>
 
<li>When compiling your maps with vtex, Add this line to the <texture filename>.txt file in the same directory as your textures then compile with vtex.
<br/>
<pre>"nocompress" "1"
"normal" "1"</pre></li></ol>
 
 
==See Also==
*[[Creating Materials]]
 
[[category:tutorials]]
 
{{otherlang:en}} {{otherlang:en:jp|Creating Normal Maps:jp}}

Latest revision as of 03:48, 3 December 2008

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