For the purpose of this tutorial, however, the operations referred to are in Photoshop. This is not a Photoshop tutorial, and these results can be created in any good piece of image manipulation software. We will be creating and organizing the elements that will make up the final normal map. The next part of this tutorial is based in Adobe Photoshop.
If you open the folder that you specified in General Settings, your normal map will be in there. What is rendered does not look like a normal map. The measurements given here are in pixels:Ĭlick Render. TGAs or TIFFs are the best choices, as they have no compression. First, give it a name and select File Type. These are specifically for the output of the normal map. You will now have some new options under Output. For now, we will concentrate on the normal map. As you can see from the list, you can bake out all manner of things using this technique. The Add Texture Elements dialog box will pop up. Under Mapping Coordinates, make sure that Use Existing Channel is selected and the channels are set to 1 this will make sure that the texture coordinates on the Low model will be used for basis of your normal map. This should show up under the Objects to Bake section. Under General Settings, picka folderthatyou would like all your rendered assets to be placed in. You can also find this under Rendering > RendertoTexture. Now press the 0 (zero) key this shortcut calls up the Render to Texture dialog box. Now make sure that panels 01 and 02 are aligned with each other and are both placed just in front of RefOI. The first task is to look at the details.įirst, name your panels PanelOl and Panel02. However, this exercise demonstrates the process of tiling a normal map on a simple object well, and this is a valuable lesson to learn for your own projects.įollowing are some reference photos of a door these can be found in Chapter 4imagesef (downloadable from the Web site). In reality, given that this door is meant to be weathered, I would probably choose to not tile it, but instead would make the texture unique. By the end of this tutorial, you will have created a door with a tiled normal map that will have been created using a combination of surface transfer techniques, as well as by generating normal mapping detail directly from bitmaps. This is straightforward to model and texture and it serves as a good host for the type of normal mapping process common for a simple game asset. This door is part of a dilapidated warehouse scene, so it must look relatively scruffy. In this exercise, we will create a door with some panel detailing. In contrast, an environment or scene asset would be part of a collection of assets and therefore would not have the same level of time allocated to it. A character that is central to the action could take anywhere up to a couple of months to create it would undoubtedly be constructed in high resolution first, and the details from this model would be projected onto a game resolution version using a normal map it would have a complex shader network with many texture maps. When making games, you are always working with a deadline. The important difference between this type of object and a character is mainly time.
#Normal maps crazy bump how to
The following tutorial will focus on how to create a normal map for a simple scene asset. Chapter 16 High Poly and Low Poly Character Modeling Using 3ds Max and Photoshop (Tom Painter)Ĭreating a Weathered Door with a Tiled Normal Map.Chapter 15 Creating Your First Biped Character: Shading and Texturing Basics Using Maya (Cheryl Cabrera).Chapter 14 Creating Your First Biped Character: Facial Expressions Using Maya (Cheryl Cabrera).Chapter 13 Creating Your First Biped Character: Modeling Basics Using Maya (Cheryl Cabrera).Chapter 12 Designing Your First Biped Character Using Photoshop and Maya (Cheryl Cabrera).Chapter 11 Introduction to ZBrush Modeling (Jason Patnode).Chapter 10 Overview of Maya (Jason Patnode).Chapter 9 Pipeline and Modeling Guidelines Using Maya (Jason Patnode).Chapter 8 The Basic 3D Kit Using Maya (Jean-Marc Gauthier).Chapter 7 A Basic (Game) Art Education (Luke Ahearn).Chapter 4 Creating Normal Maps Using Photoshop and Crazy Bump (David Wilson).Chapter 3 Creating Texture Maps from Photographs Using Photoshop (Andrew Gahan).Chapter 2 Creating an Oil Drum Using 3ds Max (Andrew Gahan).Chapter 1 Creating a Box Using 3ds Max (Andrew Gahan).Chapter 4 Creating Normal Maps Using Photoshop and Crazy Bump (David Wilson) by Andrew Gahan Game Art Complete