Normal Map Creation in The GIMP: Difference between revisions
(Creating a normal map using The GIMP.) |
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[[Image:gimp_normal1.jpg|thumb|220px|Place the windows in a useful way]] | [[Image:gimp_normal1.jpg|thumb|220px|Place the windows in a useful way]] | ||
Revision as of 01:39, 26 September 2007
sitcnaalvic
In order to create a normal map using The GIMP, download the tool for GIMP here and install it, following the instructions in the readme file.
After restarting GIMP, open a copy of the texture you want to create a normal map for and click:
Filters -> Map -> Normalmap...
Before starting, you should click the 3D Preview
and place it next to the normalmap window. It will automatically update when you change your settings and will be a great help checking the results in GIMP. Select a shape similar to what your texture will be placed on ingame (e.g. a texture for brushes fits onto a cube whereas a modelskin might look better on a sphere). Make use of the UV scale to find a good setting.
Now focus on the Normalmap
window again. These are the most useful settings:
- Filter - different ways to calculate your normal map. You'll have to try out which one works best for your texture
- Minimum Z - the lowest height on your normal map
- Scale - Use this to control the height of your surface. Results change when you choose a different filter
- Conversion - Let's you choose what is used to create the normal map. Max/Min RGB or only one color channel can be very helpful sometimes
Checkboxes:
- Wrap - Normal map will pattern seamless. Definitely use it for map textures!
- Invert X/Y - If your normal map seems to be upside down, this will help
Check the 3D Preview from several angles, also move the light around. When you've found the best setting, hit OK
and your texture is converted to the normal map!
However you may want to fine tune the result since GIMP considers RGB color #7f7fff to be flat, while the Source engine considers #8080ff to be flat. This means that you will have to increase every pixel in your image by 1 unit red and 1 unit green.
After fine tuning it, can either go with that right away or rework it by hand. For example, you could duplicate the layer and use some overlay effects (Dodge, Addition, ...) or paint on the texture yourself if you want to create a flat part. (Again, RGB #8080ff is flat in the Source engine.)