Normal Map Creation: Difference between revisions
		
		
		
		
		
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|  (Categorized and moved sections. (Still more to come - just need to eat something first.)) |  (Done.) | ||
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| == | ==Using 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. | 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. | ||
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| == | ==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]] | ||
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| == | ==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://developer.nvidia.com/object/melody_home.html NVIDIA Melody] | *[http://developer.nvidia.com/object/melody_home.html NVIDIA Melody] | ||
| *[[NormalMapper]] | *[[NormalMapper]] | ||
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| ==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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| *[[Creating Materials]] | *[[Creating Materials]] | ||
| [[ | |||
| [[Category: Tutorials]] | |||
| {{otherlang:en}} {{otherlang:en:jp|Creating Normal Maps:jp}} | {{otherlang:en}} {{otherlang:en:jp|Creating Normal Maps:jp}} | ||
Revision as of 10:51, 27 August 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.
Using 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
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. 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"