Normal Map Creation: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
m (pre-spam revert, cleanup)
Line 1: Line 1:
dronnoacelr
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]]
Line 31: Line 21:
*[http://xnormal.net/ xNormal]
*[http://xnormal.net/ xNormal]


===Other Tools===
=== 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/>
Line 58: Line 44:
"normal" "1"</pre></li></ol>
"normal" "1"</pre></li></ol>


 
== See also ==
 
==See Also==
 
* [[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

  1. 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.
  2. 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.pngNote:Multiple materials can use the same normal map file.
  3. 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"

See also

Template:Otherlang:en Template:Otherlang:en:jp