Normal Map Creation: Difference between revisions
		
		
		
		
		
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|  (Linked to CrazyBump beta.) | m (Directed link.) | ||
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| 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?}} | ||
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| *[[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 25: | Line 28: | ||
| *[http://planetpixelemporium.com/tutorialpages/normal2.html Cinema 4D] | *[http://planetpixelemporium.com/tutorialpages/normal2.html Cinema 4D] | ||
| *[[NormalMapper]] | *[[NormalMapper]] | ||
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| *[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. | ||
| Line 52: | Line 57: | ||
| <pre>"nocompress" "1" | <pre>"nocompress" "1" | ||
| "normal" "1"</pre></li></ol> | "normal" "1"</pre></li></ol> | ||
| ==See Also== | ==See Also== | ||
| * [[Material Creation]] | |||
| * [[Normal Maps]] | |||
| {{otherlang:en}} {{otherlang:en:jp|Creating Normal Maps:jp}} | {{otherlang:en}} {{otherlang:en:jp|Creating Normal Maps:jp}} | ||
| [[Category: Tutorials]] | |||
Revision as of 18:06, 29 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
- 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" 
See Also