Inverse Normalmaps: Difference between revisions

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{{Original_Reference|ascottk|4244}}
{{Original_Reference|ascottk|4244}}
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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.
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:
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:

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.