Difference between revisions of "Template:Portal:Texturing/Featured"

From the Oblivion ConstructionSet Wiki
Jump to navigation Jump to search
imported>Darkness X
imported>Katan
(Matched to the updated article)
 
Line 1: Line 1:
====Creating detailed Normal Maps====
====Creating detailed Normal Maps====
You need to create a [[Normal_Maps|Normal Map]] first and foremost because if you don't, your [[:Category:Textures|texture]] wouldn't reflect light and therefor appear black ingame. On the other hand, there is an even better reason why you want to do one too. Normal Maps are designed to make an object look much more detailed than it actually is. On basis of the lighting and the stored information of the file a congruous surface is simulated. That means, that you can stay in front of a completely flat stone wall that looks like it has an uneven and rocky surface, just due to the Normal Map.
You need to create a [[Normal_Maps|normal map]] first and foremost because if you don't, your texture wouldn't reflect light and therefore appear black ingame. What is more there is an even better reason why you '''want''' to do one. Normal maps are designed to make an object look much more detailed than it actually is. Based on illumination and the information stored in the file, a congrous surfase is simulated. In other words, you could stay in front of a completely flat plane with a stone texture that appears to be uneven and rocky, thanks to the normal map.


Not all textures have a Normal Map, just that ones that are rendered ingame such as tables, books, clothes, etc. Icons, book images, menus and whatnot aren't rendered ingame and therefor don't need one. The Normal Map is named like the texture itself, with the exception that '''_n''' is attached to its file name.
Not every texture has a normal map, only those that are rendered ingame such as tables, books, clothes, etc. Icons, book images, menus and whatnot aren't rendered ingame, hence they don't need one. The normal map's file name orientates itself by the texture, with the sole exception that '''_n''' is attached to it. E.g., the normal map for the texture ''Texture.dds'' would be ''Texture_n.dds''.


You can have an endless amount of textures relating to one Normal Map. Example: You have a Normal Map and two textures. The Normal Map is called ''normal_n.dds'' and the two texture files ''normal_tex01.dds'' and ''normal_tex02.dds''. The game will relate both textures to the correct Normal Map, because the letters behind the underscores will be ignored. That's why you should avoid naming your texture something like ''my_uber_sword_texture.dds''.
One normal map can relate to an endless amount of textures. Example: You have a normal map and two textures. The normal map is called ''normal_n.dds'', the two texture files ''normal_tex01.dds'' and ''normal_tex02.dds''' respectively. The game will recognize both textures as belonging to the one ''normal_n''; it simply ignores the letters that come after the underscores, in this case ''tex01'' and ''tex02''. So you may want to avoid texture file names like ''my_uber_sword_texture.dds''.


And why is the Normal Map's detail important? Because it depends on the Normal Map how uneven and rocky your stone texture looks ingame. Less detail for the Normal Map means less detail for the texture itself.
And why is the normal map's detail important? Because it is the normal map that defines how uneven and how rocky your stone texture looks ingame. Less detail for the normal map equals less detail for the object.


<div style="text-align:right;">[[Creating detailed Normal Maps|Read more...]]</div>
<div style="text-align:right;">[[Creating detailed Normal Maps|Read more...]]</div>

Latest revision as of 08:11, 14 May 2010

Creating detailed Normal Maps[edit source]

You need to create a normal map first and foremost because if you don't, your texture wouldn't reflect light and therefore appear black ingame. What is more there is an even better reason why you want to do one. Normal maps are designed to make an object look much more detailed than it actually is. Based on illumination and the information stored in the file, a congrous surfase is simulated. In other words, you could stay in front of a completely flat plane with a stone texture that appears to be uneven and rocky, thanks to the normal map.

Not every texture has a normal map, only those that are rendered ingame such as tables, books, clothes, etc. Icons, book images, menus and whatnot aren't rendered ingame, hence they don't need one. The normal map's file name orientates itself by the texture, with the sole exception that _n is attached to it. E.g., the normal map for the texture Texture.dds would be Texture_n.dds.

One normal map can relate to an endless amount of textures. Example: You have a normal map and two textures. The normal map is called normal_n.dds, the two texture files normal_tex01.dds and normal_tex02.dds' respectively. The game will recognize both textures as belonging to the one normal_n; it simply ignores the letters that come after the underscores, in this case tex01 and tex02. So you may want to avoid texture file names like my_uber_sword_texture.dds.

And why is the normal map's detail important? Because it is the normal map that defines how uneven and how rocky your stone texture looks ingame. Less detail for the normal map equals less detail for the object.

Read more...