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I need a specific normal mapping tutorial.


lonezergling

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I don't need to know how to *make* them per-se.

 

I know how to make a high-poly-->low-poly map with blender and it works well enough.

 

I know how to use the nVidia PS filter to make a normal map of my texture that makes the texture look good.

 

But what I DON'T know is how to take both of those and make ONE good, high-quality normal map that takes into account the geometric detail of the high-poly model but the definition of the textured surface.

 

Is this something that needs to be done in Blender? Is there some way to bake the normal map from the high poly AND the texture? Or is this something that I do in PS, blending the 2 maps together in a certain way.

 

Also, your spec map is the alpha channel correct? Greyscale image denoting specularity of certain parts of the normal map?

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Spec goes in the alpha of your normal yup

 

The procedure you are looking for is called 'Render to Texture'

Not sure if it can be done in Blender, but in 3dStudio Max its really easy. Just select your low poly mesh, click R2T, (it will generate a 'capture cage' from within which it will gather the high poly data, you can vertex edit this cage to properly envelope the other mesh). You then pick the mesh(es) you want to gather data from, and hit Go.

 

You can tell it to save out Diffuse, Normals, Specular, Lightmaps, .... etc etc..

 

Not sure how its done in Blender though or if you can even do it.

 

I think Xnormal might allow you to do this also? not sure if it supports high-to-low render to texture, but I know it does alot of things with imported models like AO and stuff...

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This is the one that comes out of Blender. It's got the geometry how I want it for the most part. Really just for demonstrational purposes atm.

 

http://i4.photobucket.com/albums/y130/venomman/Boris_n1.jpg

 

This is the Normal Map filtered texture from PS. This makes all the detail of scratches, gunk, and grime look good but the geometry isn't taken into acount.

 

http://i4.photobucket.com/albums/y130/venomman/Boris_n3.jpg

 

How can I combine these into one normal map?

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This is the one that comes out of Blender. It's got the geometry how I want it for the most part. Really just for demonstrational purposes atm.

 

http://i4.photobucket.com/albums/y130/venomman/Boris_n1.jpg

 

This is the Normal Map filtered texture from PS. This makes all the detail of scratches, gunk, and grime look good but the geometry isn't taken into acount.

 

http://i4.photobucket.com/albums/y130/venomman/Boris_n3.jpg

 

How can I combine these into one normal map?

 

Hmm... I'd try putting the map with the surface texture on a separate layer above the the geometry normals and set the layer mode/blending mode to overlay - this should blend the top layer onto the bottom layer without obscuring any detail. I haven't tried the method with baked normals, but it works pretty well with normals made from diffuse.

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When applying the simple technique I just described *doh* I get the below result. Hopefully this is what you are looking for?

 

http://i425.photobucket.com/albums/pp337/Baelkin/Untitled-1.jpg

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That looks exactly like what I think I need!

 

I'll be applying that method to my silenced sub gun once I finish it.

 

I'm going to be taking excruciating time on it and really try to add a pile of detail. The stock 10mm sub gun has 4600 polys, my Hydra rocket pod has a mere 1700, and it's probably got 700 useless polys forming the ugly pointed snout. (which I'm removing in the next update)

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to put scratches and surface details in your normal you can simply pass the diffuse texture through the Nvidia Texture Tools plugin for Photoshop. It appears at the bottom of the filters list.

 

Play around with the settings then see what you get. Basically it converts images into normal maps.

 

Alternatively you could find a beta copy of Crazybump and it will do it for you (easier and more better :) Is more better proper grammar even? lol)

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