Normal Map Creation: Difference between revisions
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*[[Normal Map Creation in 3D Studio Max|3D Studio Max]] | *[[Normal Map Creation in 3D Studio Max|3D Studio Max]] | ||
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Revision as of 07:08, 10 November 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"