Normal Map Creation: Difference between revisions
		
		
		
		
		
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		 Tip:A single bump map texture can be used in any number of materials.
Tip:A single bump map texture can be used in any number of materials.
		
	
| Craziestdan (talk | contribs) No edit summary | TomEdwards (talk | contribs)  | ||
| Line 28: | Line 28: | ||
| *[http://shadermap.renderingsystems.com/ ShaderMap] - A free alternative to CrazyBump! | *[http://shadermap.renderingsystems.com/ ShaderMap] - A free alternative to CrazyBump! | ||
| ==  | == Conversion == | ||
| === In [[VTFEdit]] === | |||
| When converting your texture: | |||
| # Choose BGR8888 or BGRA8888 (if your texture has an alpha channel) as your image format | |||
| # Check the "Normal map" box in the texture's flags list. It's about 1/5 of the way down the list. | |||
| === In [[Vtex]] === | |||
| # Save your normal map as a [[TGA]] in the same resolution as the original texture. Give it a name that ends in ''_normal''. 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>. | |||
| # Add <code>nocompress 1</code> and <code>normal 1</code> to <texture filename>.txt in the same folder as your texture, then compile. | |||
| #After compiling the normal map, place the VTF in the same place as your original texture. | |||
| === In the [[material]] === | |||
| Add this line to the VMT somewhere between the braces: | |||
|  [[$bumpmap]]	<texture name> | |||
| Then 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 | |||
|  } | |||
| {{tip|A single bump map texture can be used in any number of materials.}} | |||
| == See also == | == See also == | ||
Revision as of 03:26, 3 December 2008
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 tools
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 - Produces some very good normal maps. Some of them can be argued as almost having the same depth as a parallax map.
- ShaderMap - A free alternative to CrazyBump!
Conversion
In VTFEdit
When converting your texture:
- Choose BGR8888 or BGRA8888 (if your texture has an alpha channel) as your image format
- Check the "Normal map" box in the texture's flags list. It's about 1/5 of the way down the list.
In Vtex
- Save your normal map as a TGA in the same resolution as the original texture. Give it a name that ends in _normal. 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.
- Add nocompress 1andnormal 1to <texture filename>.txt in the same folder as your texture, then compile.
- After compiling the normal map, place the VTF in the same place as your original texture.
In the material
Add this line to the VMT somewhere between the braces:
$bumpmap <texture name>
Then 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
}
 Tip:A single bump map texture can be used in any number of materials.
Tip:A single bump map texture can be used in any number of materials.