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]]
[[Image:Test_bump.jpg|thumb|right|Test the Bump]]
 
==Using tools==
=== Converting 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 [[wikipedia:Heightmap|heightmap]] to a normal map.
{{todo|Which ones?}}
 
=== Using 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]]
 
=== Using 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]]
*[[Normal Map Creation in Blender|Blender]]
 
*[http://developer.nvidia.com/object/melody_home.html NVIDIA Melody]
*[http://planetpixelemporium.com/tutorialpages/normal2.html Cinema 4D]
*[[NormalMapper]]
*[http://xnormal.net/ xNormal]
 
=== Other Tools===
*[http://www.crazybump.com CrazyBump] - Produces some very good normal maps. Some of them can be argued as almost having the same depth as a parallax map.
*[http://shadermap.renderingsystems.com/ ShaderMap] - A free alternative to CrazyBump!
 
== Conversion ==
 
=== In [[VTFEdit]] ===
 
When converting your texture:
 
# Choose BGR8888 or BGRA8888 (if your texture has an alpha channel) as your image format.{{tip|You can ''sometimes'' get away with DXT compression.}}
# Check the "Normal map" box in the texture's flags list after the import is complete. It's about 1/5 of the way down the list.
 
=== In [[Vtex]] ===
 
# Save your normal map as a [[TGA]] in the same resolution as the original texture. Give it a name that ends in ''_normal''. 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>.
# Add <code>nocompress 1</code> and <code>normal 1</code> to <texture filename>.txt in the same folder as your texture, then compile.
#After compiling the normal map, place the VTF in the same place as your original texture.
 
=== In the [[material]] ===
 
Add this line to the VMT somewhere between the braces:
 
[[$bumpmap]] <texture name>
 
Then fill in the path and name of your normal map VTF. Here's an example VMT for a normal-mapped material:
 
LightmappedGeneric
{
$basetexture walls/brickwall
$surfaceprop brick
$bumpmap walls/brickwall_normal
}
 
{{tip|A single bump map texture can be used in any number of materials.}}
 
== See also ==
* [[Material Creation]]
* [[Normal Maps]]
 
{{otherlang:en}} {{otherlang:en:jp|Creating Normal Maps:jp}}
[[Category: Tutorials]]

Latest revision as of 03:48, 3 December 2008

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