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Difference between revisions of "Creating detailed Normal Maps"
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Creating detailed Normal Maps (edit)
Revision as of 12:19, 24 February 2008
, 12:19, 24 February 2008corrected misspelling
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You need to create a [[Normal_Maps|Normal Map]] first and foremost because if you don't, your 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 congrous 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 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 congrous 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. | ||
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 | 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. | ||
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''. | 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''. |