Inverse Normalmaps: Difference between revisions

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The normal map should look like it's been lit up by different colored lights like this:
The normal map should look like it's been lit up by different colored lights like this:


http://img327.imageshack.us/img327/9476/checkingnormalmapsse3.jpg
[[Image:Checkingnormalmapsse3.jpg]]


And another issue that's come up is generating normal maps, via the nvidia normal map plugin, straight from the diffuse texture. Here's a tutorial link to make normal maps from height maps:
And another issue that's come up is generating normal maps, via the nvidia normal map plugin, straight from the diffuse texture. Here's a tutorial link to make normal maps from height maps:
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You have to be careful with gradients if you want rounded edges. This plugin interprets those as being angular so you have to use a gaussian blur in order to get decent rounded edges.
You have to be careful with gradients if you want rounded edges. This plugin interprets those as being angular so you have to use a gaussian blur in order to get decent rounded edges.


[[Category:Textures]]
{{textures}}

Latest revision as of 01:27, 7 November 2007

Originally written by ascottk on http://forums.thedarkmod.com/topic/4244

Since this issue has come up a few times while looking at the textures, I thought I may post a way to visually check to see if the normal map has been generated correctly.

The normal map should look like it's been lit up by different colored lights like this:

Checkingnormalmapsse3.jpg

And another issue that's come up is generating normal maps, via the nvidia normal map plugin, straight from the diffuse texture. Here's a tutorial link to make normal maps from height maps:

http://www.quake3bits.com/htm/tutorials/creating_bumpmaps_from_images.htm

You have to be careful with gradients if you want rounded edges. This plugin interprets those as being angular so you have to use a gaussian blur in order to get decent rounded edges.