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. | 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. | ||
=== Converting from a heightmap === | |||
===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. | 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?}} | {{todo|Which ones?}} | ||
=== Using an image editing program === | |||
===Using an image editing program=== | |||
*[[Normal Map Creation in Photoshop or Paint Shop Pro|Photoshop or Paint Shop Pro]] | *[[Normal Map Creation in Photoshop or Paint Shop Pro|Photoshop or Paint Shop Pro]] | ||
*[[Normal Map Creation in The GIMP|The GIMP]] | *[[Normal Map Creation in The GIMP|The GIMP]] | ||
=== Using a 3D program === | |||
===Using a 3D program=== | |||
*[[Normal Map Creation in XSI|XSI]] | *[[Normal Map Creation in XSI|XSI]] | ||
*[[Normal Map Creation in ZBrush2|ZBrush2]] | *[[Normal Map Creation in ZBrush2|ZBrush2]] | ||
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*[http://xnormal.net/ xNormal] | *[http://xnormal.net/ xNormal] | ||
===Other | === Other Tool s=== | ||
*[http://www.crazybump.com CrazyBump beta test] - Produces some very good normal maps. Some of them can be argued as almost having the same depth as a parallax map. | *[http://www.crazybump.com CrazyBump beta test] - Produces some very good normal maps. Some of them can be argued as almost having the same depth as a parallax map. | ||
== Getting the normal map in the game == | |||
==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> | <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/> | <li>Add this line to the VMT somewhere between the braces:<br/> | ||
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"normal" "1"</pre></li></ol> | "normal" "1"</pre></li></ol> | ||
== See also == | |||
==See | |||
* [[Material Creation]] | * [[Material Creation]] | ||
* [[Normal Maps]] | * [[Normal Maps]] | ||
{{otherlang:en}} {{otherlang:en:jp|Creating Normal Maps:jp}} | {{otherlang:en}} {{otherlang:en:jp|Creating Normal Maps:jp}} | ||
[[Category: Tutorials]] | [[Category: Tutorials]] |
Revision as of 23:05, 26 September 2007
A 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.
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 heightmap to a normal map.
Todo: Which ones?
Using an image editing program
Using a 3D program
Other Tool s
- CrazyBump beta test - Produces some very good normal maps. Some of them can be argued as almost having the same depth as a parallax map.
Getting the normal map in the game
- 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
brickwall_normal.tga
. Place the new VTF in the same place as your original texture. - Add this line to the VMT somewhere between the braces:
"$bumpmap" "texture name"
and fill in the path and name of your normal map VTF. Here's an example VMT for a normal-mapped material:
"LightmappedGeneric" { "$basetexture" "walls/brickwall" "$surfaceprop" "brick" "$bumpmap" "walls/brickwall_normal" }
Note:Multiple materials can use the same normal map file.
- 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.
"nocompress" "1" "normal" "1"