Normal Map Creation: Difference between revisions

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m (→‎Using a 3D program: Linked to Cinema 4D Tutorial)
(Linked to CrazyBump beta.)
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==Using 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]]
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===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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*[[NormalMapper]]
*[[NormalMapper]]


==Getting the Normal Map in the Game==
 
===Other Tools===
 
*[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==


<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>

Revision as of 13:29, 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.


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 Tools

  • 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

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