JDGameArt Posted May 25, 2010 Share Posted May 25, 2010 Note: This thread has two semi-adult images to show the effects of the normal map. I minght have run into a new way of making normal maps for Oblivion, or any game that uses a similar format. The reason I say "new" is because I haven't seen this on any other textures from ether modders, or Bethesda yet. I'm still working out details, and trying to figure out what this method does in different lighting and how worth it, it is to spend the extra time doing this. But so far I'm happy with the results. This all started when I was trying to make a full body normal map for Necs High Elf Remake Hi-Rez textures. What I wanted was a smooth normal map that helps bring out the curves of the entire body, not just the defined muscle or nipple area. The problem you run in to is you can't just increase the bump levels and get a desired result. The sharp defined area's end up with too much height, and even then, things don't look right. This method ends up using 2 layers. The bottom layer will be getting it's height from the alpha channel itself, and the second layer (top one) will be done in the traditional way. One important point: Make sure you're alpha channel is as close to the the main RGB color texture map as possible. As in no inverted area's or area's you minght have darkened or altered in comparison to the RGB map. If you have altered the alpha channel you can always just copy/paste the RGB channel for an exact match. This is a rough Sept-By-Step on how I've been doing this using Photo Shop. Nothings set in stone yet but will at least give you the results in the screen shot below. Alpha Channel Normal Map 1. First take you're main RGB map and desaturate it, making it gray scale. Then make a copy of it, and hide it. We will be using it later. 2. Going back to you're main layer: go to brightness/contrast and change the contrast a considerable amount. I set mine to 70. What were trying to do here is bringing out the dark to light contrast of the over all image. Don't worry about details at this point. 3. Once you get a nice dark to light contrast on the image then go to image/adjustments/invert. This is sort of what the Nvidia normal map filter does but were still not working in the correct color range yet. 4. Hopefully at this point you will have an image with a strong contrast between dark's and lights (inverted). The next step can be done two ways. One, using the Gaussian blur, or surface blur filter. What were trying to do here wash out sharp definition, and any noise. This will be the base alpha channel normal map where the curves of the body, breast, butt, bones in back gets its height from. At this point put a healthy amount of the blur effect on the texture, but not overkill because we will be doing this one more time, and don't want to blur the shapes out of recognition. 5. Once you get the blur set now its time to apply the normal map filter. Go to filter/nvidia tools/normal map filter.5a. The settings will be..5b. Add add height to normal map checked.5c. Height source is Alpha channel.5d. Scale of around 10-15.5e. Alpha field unchanged.5f. Height generation 4 sample.5g. Ok. 6. Next you're going to get some washed out looking normal map. Their are two ways to do the next step. One, you can apply "match color" filter to it using another already open normal map, or another layer on you're current image. Or go back and apply an image/adjustments/brightness contrast and with the contrast slider darken the image. The whole point of this step is to bring the normal maps colors into the same spectrum as you find most other normal maps. The overall goal of this step is it get a nice smooth dark to light contrast between the highs, and lows. 7. Now were going to re-blur the image agen. This is to get rid of any noise from the adjustments we made after the last blur, and to get an almost "air brushed" transition between the dark's and lights as shown in the picture below. Color Space Normal Map This next step is a lot more traditional in the way most normal maps have been done. 1. Now were going to get that layer copy we made way back in step 1. Be sure it's on the top layer if it isn't already. 2. Next go to the Nvidia normal map filter and change the settings to...2a. Color Space2b. And a height between 1 and 5. This is going to be the sharp detail "bump" were all familiar with. 3. Now you will notice you can no longer see the layer below. You're full body normal map. We must change the top layers blending mode to bring these 2 layers together. 4. On the layers pallet you will see a drop down list. The next part you can play with. I still am. And their may never be one perfect setting. It minght just completely rely on how dark / light , and the contrast between them is to get it just right. But the settings you can try are between overlay, and pin light. This will determine how intense the tones are, and how the 2 layers blend together. I have been using Linear light for the most part. 5. You should now have an image with effects that look similar to the ones below. At this point you might want to do some final touch-ups. Blurs, noise for bumps what ever you feel minght bring out the texture a little better. This is till a work in progress, and minght proove to be not worth it down the road. But for now it's working pretty well. Traditional Normal Maphttp://www.tesnexus.com/imageshare/images/1566738-1274771823.jpg Alpha channel normal map + layerhttp://www.tesnexus.com/imageshare/images/1566738-1274760081.jpg Examples Look closly at the level of detail from one tone to another. From the highest point to the light source to the lowest, and everything in between. This is the whole point of doing you're normal map this way.Adult Image: http://www.tesnexus.com/imageshare/images/1566738-1274770706.jpgAdult Image: http://www.tesnexus.com/imageshare/images/1566738-1274771055.jpg Link to comment Share on other sites More sharing options...
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