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Normal mapping Help


FuzeTek

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Ok so I created a texture for the Vault security armor and after removing the 101 logo on the back and replacing it there was still a lifting on the armor with the 101 imprint, so I used the cloning tool on the normal map file and got rid of it. now my question is how do you create a normal map(the rainbowish texture) so that I can make the shoulder patch lift off the arm? is it an option in photoshop or do I need nif Scope?
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I'm guessing you don't know what a normal map is. It's a generated texture made from a high resolution model and applied to a low resolution model to give it the impression of more detail. Now, since most people don't have the time/patience/ability to make high resolution models, nvidia was nice enough to create a plugin for photoshop (should also work in the GIMP I think) to create normal maps for you. They'll never be as good as properly done normal maps, but for gamers wanting to mod their game without spending weeks doing stuff like this, the plugin is a godsend. Get the plugin Here.

There are three things to be aware of with this plugin:

 

1: Compression level. Normal maps have an alpha channel and if you save with high compression the alpha will be either lost or ruined and that will result in the normal map not working any more. Normal maps should be saved with DXT5 compression generally (it's the dropdown at the top of the save dialog).

 

2: Alpha channel. As I mentioned, there's an alpha channel in normal maps, you'll need to edit this as well as the normal map itself or you'll get strange lighting over the area where the 101 originally was.

 

3: Mipmaps. These are smaller versions of a texture that are used on a model at distances for better performance and visuals (you don't need that 1024x1024 skin at full detail when the model is a mile away from you). When saving your edited normal map, turn mipmaps off, it's an option in the save dialog on the right side.

 

Anyway, what you should do is open your skin in photoshop/gimp (after installing the plugin of course), then go to Filters > nVidia Tools > NormalMapFilter. Generally you can leave it at default settings for things like clothes, they should look fine. If you want the map to be a bit more pronounced though, increase the height value a bit (Height Generation box, Scale, the default is 2.2, also increasing the samples a bit can help; just fiddle until it looks ok). Now go to the channels tab (same floating window as the layers tab in photoshop). You'll see the A channel, this is the alpha. Click it and it'll be displayed (in greyscale). You'll probably see a 101 somewhere on there, paint over it in black to kill it, then you're ready to save.

 

Go to save as, select .dds from the dropdown list, select DXT5 compression from the new dialog, turn mipmaps off, then hit save and you're done. Use the same principals here to edit the skin in whatever other ways you want.

 

Quick note: If you're a bit confused, remember that the normal map is HOW light affects a skin (bumps, dents, scratches, that kind of thing), the alpha channel controls HOW MUCH light affects the skin (white = maximum shine, black = completely matt, any shades between those will vary the amount of light that reflects on the skin, which is why you'll notice that armoured areas will be quite pronounced in light greys and white, while the cloth type materials are darker, because cloth doesn't reflect light really).

Hope that helps anyway, just post again if you need something clarified :)

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