Difference between revisions of "Normal Maps"

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;Normal Maps : Normal maps are textures that are used by Oblivion's render engine to give a model surface an appearance of additional surface detail. In its effect it is very similar to bump-mapping. the normal map is used in shading the model and provides a convincing relief effect to surfaces, making the model look like it has a much higher polygon-count than it actually does. For Oblivion, normal maps are [[DDS]] textures indicated by an _n suffix after the texture's base name. Basically, a normal map tells the game engine how light should reflect off an object.
;Normal Maps : Normal maps are textures that are used by Oblivion's render engine to give a model surface an appearance of additional surface detail. In its effect it is very similar to bump-mapping. The normal map is used in shading the model and provides a convincing relief effect to surfaces, making the model look like it has a much higher polygon-count than it actually does. For Oblivion, normal maps are [[Glossary#D|DDS]] textures indicated by an _n suffix after the texture's base name. Basically, a normal map tells the game engine how light should reflect off an object.


Oblivion uses Tangent Space normal maps, best recognized by the blue color that fills any 'flat' areas of the image.
:Oblivion uses Tangent Space normal maps, best recognized by the blue color that fills any 'flat' areas of the image.


:There are many different ways to create a normal map, either from a 2d image, a 'height map', by transferring data from a High-Poly mesh to the Low-Poly mesh, or a combination of the above. A common practice is to create a hybrid version of the color map (texture), whereby the artist removes/adds detail in the image to produce an image that will convert well into a normal map.


There are many different ways to create a normal map, either from a 2d image, a 'height map', by transferring data from a High-Poly mesh to the Low-Poly mesh, or a combination of the above.  A common practice is to create a hybrid version of the color map (texture), whereby the artist removes/adds detail in the image to produce an image that will convert well into a normal map.
:Also, the [[Glossary#A|Alpha Channel]] of the normal map contains the [[Glossary#S|Specular Map]], which controls how reflective/shiny the overall effect will be.
 
 
Also, the [[Alpha Channel]] of the normal map contains the [[Specular Map]], which controls how reflective/shiny the overall effect will be.
 


;More Information
;More Information
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*[http://wiki.blender.org/index.php/Manual/Bump_and_Normal_Maps Creating Normal Maps in Blender]
*[http://wiki.blender.org/index.php/Manual/Bump_and_Normal_Maps Creating Normal Maps in Blender]
*[http://www.xnormal.net/ xNormal], A free standalone application for creating normal maps from High-Poly meshes.
*[http://www.xnormal.net/ xNormal], A free standalone application for creating normal maps from High-Poly meshes.
[[Category:Glossary]]

Latest revision as of 21:26, 5 June 2008

Normal Maps
Normal maps are textures that are used by Oblivion's render engine to give a model surface an appearance of additional surface detail. In its effect it is very similar to bump-mapping. The normal map is used in shading the model and provides a convincing relief effect to surfaces, making the model look like it has a much higher polygon-count than it actually does. For Oblivion, normal maps are DDS textures indicated by an _n suffix after the texture's base name. Basically, a normal map tells the game engine how light should reflect off an object.
Oblivion uses Tangent Space normal maps, best recognized by the blue color that fills any 'flat' areas of the image.
There are many different ways to create a normal map, either from a 2d image, a 'height map', by transferring data from a High-Poly mesh to the Low-Poly mesh, or a combination of the above. A common practice is to create a hybrid version of the color map (texture), whereby the artist removes/adds detail in the image to produce an image that will convert well into a normal map.
Also, the Alpha Channel of the normal map contains the Specular Map, which controls how reflective/shiny the overall effect will be.
More Information