Hi, everybody!
In my works for creation of normal map I use GIMP and this method.
However my normal map too plane.
For example, it is an original texture and normal map from HRP:
It is my normal map
And it is result: original HRP and my textures:
my texture is insufficiently convex :-(
It is sure at a forum there are people participating in creation of HRP. Please explain as to make deep normal map?
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How to make deep normal map
#1 Posted 25 February 2015 - 01:37 PM
#2 Posted 25 February 2015 - 01:44 PM
I think you are talking about height maps which are stored in the alpha channel of the image, white meaning more promiment shape, black the opposite. The rest is controled in the def files. To get the right numbers you need to experiment a bit with it.
#3 Posted 25 February 2015 - 04:08 PM
To first post
I use the Gimp also, to lazy to go through 11 minutes. Yet, the plug-in shown in the video, in the first minute or so will not give you the settings required for this.
After you made a 'good' height map, desaturated and color levels nearer to black and white, use xNormal to generate the normal. There you have full control of the minimum height, giving you the 'height' variation
AND as Spiker wrote, you need to play with the settings a little.
I use the Gimp also, to lazy to go through 11 minutes. Yet, the plug-in shown in the video, in the first minute or so will not give you the settings required for this.
After you made a 'good' height map, desaturated and color levels nearer to black and white, use xNormal to generate the normal. There you have full control of the minimum height, giving you the 'height' variation
AND as Spiker wrote, you need to play with the settings a little.
This post has been edited by Hank: 25 February 2015 - 04:12 PM
#4 Posted 25 February 2015 - 11:49 PM
Those white streaks on the HRP texture is the height map peeking through the normal map.
As in all things, the best way is to model (sculpt) it and bake it.
As in all things, the best way is to model (sculpt) it and bake it.
#5 Posted 26 February 2015 - 12:36 AM
Tea Monster, on 25 February 2015 - 11:49 PM, said:
Those white streaks on the HRP texture is the height map peeking through the normal map.
As in all things, the best way is to model (sculpt) it and bake it.
As in all things, the best way is to model (sculpt) it and bake it.
Or give ndo a try:
http://quixel.se/dev/ndo
#6 Posted 26 February 2015 - 09:23 AM
Tea Monster, on 25 February 2015 - 11:49 PM, said:
As in all things, the best way is to model (sculpt) it and bake it.
Steveeeie, on 26 February 2015 - 12:36 AM, said:
Indeed. CrazyBump / InsaneBump / HolyFuckingShitBump are only well-suited to natural materials that could benefit from mild, loosely-defined normal mapping. Any man-made structure should have a normal map built in a way that you define.
#7 Posted 26 February 2015 - 11:09 AM
Hendricks266, on 26 February 2015 - 09:23 AM, said:
Indeed. CrazyBump / InsaneBump / HolyFuckingShitBump are only well-suited to natural materials that could benefit from mild, loosely-defined normal mapping. Any man-made structure should have a normal map built in a way that you define.
Thank you very much! InsaneBump is great!
Height map added to the mask (alpha channel) normal map gives the desired result
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