Difference between revisions of "GIMP: Quality Normal Maps"

188 bytes added ,  22:52, 20 July 2007
Updated introduction and various sections to be more generalized. Added links to more information on Normal Maps and GIMP. Fixed some minor grammer mistakes.
imported>Chuey
imported>Chuey
(Updated introduction and various sections to be more generalized. Added links to more information on Normal Maps and GIMP. Fixed some minor grammer mistakes.)
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== Introduction ==
== Introduction ==
Here is the process I have learned to create great looking Normal Maps using GIMP. These Normal Maps are as close to the actual Bethesda style ones used in TES:Oblivion. I am writing this tutorial because I want to help anyone out there that is thinking of starting to mod or others who wish to improve their moding skills. I will try to make this tutorial as simple as possible. Please post any questions or comments on the discussion page.
This tutorial is the process used to create great looking Normal Maps using GIMP. Normal Maps created using this process are as close to the actual Bethesda style used in TES:Oblivion as currently possible. They will also render great looking image textures with high quality light reflection. This article's purpose is to provide a easy to follow step-by-step instruction to create these high quality Normal Maps.
 
::For more information on what Normal Maps are go here:
* Wikipedia http://en.wikipedia.org/wiki/Normal_mapping
 
::For more information on what GIMP is go here:
* GIMP.org http://www.gimp.org/


== Getting Started ==
== Getting Started ==
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== Preparing Your Image ==
== Preparing Your Image ==
You must first Merge Down all you layers into a single layer. Then rename this layer to ‘main surface.
You must first Merge Down all your layers into a single layer. Then rename this layer to ‘main surface’.


* Image Window: Layer\Merge Down (repeat until only one (1) layer remains)
* Image Window: Layer\Merge Down (repeat until only one (1) layer remains)
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* Image Window: Filters\Map\Normalmap…
* Image Window: Filters\Map\Normalmap…
* Normalmap Window: Click ‘3D Preview’ button
* Normalmap Window: Click ‘3D Preview’ button
* Normalmap-3D Preview Window: Hold Left Mouse Button over the preview window and drag upward so the Quad tilts back.
* Normalmap-3D Preview Window: Hold the Left Mouse Button over the preview window and drag upward so the Quad tilts back.
* Click the light bulb icon at the top left (Rotate Light)
* Click the light bulb icon at the top left (Rotate Light)
* Hold Left Mouse Button over the preview window and drag toward the lower right until you can see good shadow contrast.
* Hold the Left Mouse Button over the preview window and drag toward the lower right until you can see good shadow contrast.
* Click the sphere icon next to the light bulb icon (Rotate Object)
* Click the sphere icon next to the light bulb icon (Rotate Object)
* Normalmap Window: Options – Wrap – Add Checkmark
* Normalmap Window: Options – Wrap – Add Checkmark
* Filter: Pull Down Menu – Select 3x3
* Filter: Pull Down Menu – Select ‘3x3’
* Scale: 6.00000
* Scale: 6.00000
* Height source: Pull Down Menu – Select Alpha
* Height source: Pull Down Menu – Select ‘Alpha’
* Alpha channel: Default ‘Unchanged’
* Alpha channel: Default ‘Unchanged’
* DU/DV map: Default ‘None’
* DU/DV map: Default ‘None’
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* Choose the same directory as your original image.
* Choose the same directory as your original image.
* Click Save
* Click Save
* Save as TGA Window: Uncheck ‘RLE compression’ and Uncheck ‘Origin at bottom left
* Save as TGA Window: Uncheck ‘RLE compression’ and Uncheck ‘Origin at bottom left’
* Click OK
* Click OK


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DDS is the image format used by the Gamebryo Element Game Engine for texturing meshes. Your image files must be in the .dds format to render in the game. To avoid confusion and a debugging nightmare it’s HIGHLY RECOMMENDED that you follow the same directory structure as created by Bethesda when saving your image or mesh files.
DDS is the image format used by the Gamebryo Element Game Engine for texturing meshes. Your image files must be in the .dds format to render in the game. To avoid confusion and a debugging nightmare it’s HIGHLY RECOMMENDED that you follow the same directory structure as created by Bethesda when saving your image or mesh files.


'''NOTE:''' ''We will not be using the DDS Export PlugIn that was installed into GIMP to convert our files to DDS format. Reason is that I have found problems with using the GIMP converter and HIGHLY RECOMMEND using an external converter. However, using the GIMP converter to import DDS files has worked fine for me.''
'''NOTE:''' ''We will not be using the DDS Export PlugIn that was installed into GIMP to convert our files to DDS format. Reason is that problems have been seen with using the GIMP converter and it is HIGHLY RECOMMEND using an external converter. However, using the GIMP converter to import DDS files works fine.''


* Load DDS Converter 2.1: Start\All Programs\DDS Converter 2\DDS Converter 2.1
* Load DDS Converter 2.1: Start\All Programs\DDS Converter 2\DDS Converter 2.1
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* Options Window: General\On success\cancel: Uncheck ‘Close DDS Converter 2’
* Options Window: General\On success\cancel: Uncheck ‘Close DDS Converter 2’
* DDS\DXTc format: Choose DXT3
* DDS\DXTc format: Choose DXT3
* DDS\Options: Checkmark ‘Build mipmaps
* DDS\Options: Checkmark ‘Build mipmaps’
* DDS\Options: Number: 9
* DDS\Options: Number: 9
* Click OK
* Click OK
* Use the ‘Look In’ pull down menu to find the directory that your images are saved in.
* Use the ‘Look In’ pull down menu to find the directory that your images are saved in.
* Choose your original image file name in the list box.
* Choose your original image file name in the list box. [Example: myimage.dds]
* Check that the ‘Output format:’ Says ‘DirectDraw Surface (*.dds)
* Check that the ‘Output format:’ Says ‘DirectDraw Surface (*.dds)
* Click Convert
* Click Convert
* Progress Window: Click Restart
* Progress Window: Click Restart
* Choose you _n.tga file name in the list box.
* Choose your _n.tga file name in the list box. [Example: myimage_n.dds]
* Click Convert
* Click Convert
* Progress Window: Click Close
* Progress Window: Click Close


'''CONGRATULATIONS!''' You are done. Your original image and high quality Normal Map have been converted to .dds format and are ready to be applied to a mesh. Search this Wiki for tutorials on skinning meshes if you need help with that topic.
'''CONGRATULATIONS!''' Your original image and Normal Map have been converted to .dds format and they are ready to be applied to a mesh. Search this Wiki for tutorials on skinning meshes if you need help with that topic.


== Appendix ==
== Appendix ==
You can create deeper or shallower textures in the Normalmap Window adjusting the various parameters. I suggest you play around with them to see what they do. Here is what I know about them and how they will effect your Normal Map.
You can create deeper or shallower textures in the Normalmap Window by adjusting the various parameters. I suggest you play around with them to see what they do. Below is a brief explanation of how they will effect your Normal Map.


'''Filters:'''
'''Filters:'''
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* 7x7 – Smoother. Use for cloth and furniture.
* 7x7 – Smoother. Use for cloth and furniture.
* 9x9 – Very Smooth. – Use for polished metal and gems.
* 9x9 – Very Smooth. – Use for polished metal and gems.
* Sobel – I don’t use.
* Sobel – Not used.
* Prewitt – I don’t use.
* Prewitt – Not used.


'''Minimum Z:''' The lowest texture height. Make this positive or negative to increase or decrease the texture depth.
'''Minimum Z:''' The lowest texture height. Increase this to set the minimum height on the Normal Map.


'''Scale:''' This is the biggest factor in creating texture depth. 1-2 is smooth, 5-8 medium, 10 – 15 rough.
'''Scale:''' This is the biggest factor in creating texture depth. 1-2 is smooth, 5-8 medium, 10 – 15 rough.
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'''Options:'''
'''Options:'''
* Wrap – ALWAYS USE THIS for textures that will be wrapped to a mesh.
* Wrap – ALWAYS USE THIS for textures that will be wrapped to a mesh.
* Invert X/Invert Y – these invert the shading on the specified axis. Selecting both of these will fix a texture that seems to be inside out.
* Invert X/Invert Y – These invert the shading on the specified axis. Selecting both of these will fix a texture that seems to be inside out.
* Swap RGB – I don’t use this on Alpha Channels.
* Swap RGB – Not used on Alpha Channels.
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