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. | ||
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: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 [[Alpha Channel]] of the normal map contains the [[Specular Map]], which controls how reflective/shiny the overall effect will be. | :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. | ||
;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. | ||
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
- Wikipedia article on normal mapping
- Normal Mapping Basics tutorial
- Creating Quality Normal Maps tutorial
- Ben Cloward's Normal Map tutorial 1
- Ben Cloward's Normal Map tutorial 2
- Creating Normal Maps in Blender
- xNormal, A free standalone application for creating normal maps from High-Poly meshes.