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	<title>Creating Textures with Normals out of Models - Revision history</title>
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	<updated>2026-04-29T19:17:41Z</updated>
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		<id>https://wiki.thedarkmod.com/index.php?title=Creating_Textures_with_Normals_out_of_Models&amp;diff=1893&amp;oldid=prev</id>
		<title>Greebo at 08:59, 13 September 2006</title>
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		<updated>2006-09-13T08:59:06Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Original_Reference|Fingernail|1960}}&lt;br /&gt;
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* Set up a backdrop image with the diffuse/colour map of the texture: &lt;br /&gt;
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[http://img86.echo.cx/my.php?image=019kz.jpg http://img86.echo.cx/img86/4627/019kz.th.jpg]&lt;br /&gt;
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* Set it to 1024 pixel detail and I made mine 10m large. Then I make a polygon, using the box tool (not extruded, just a flat polygon, around the texture): &lt;br /&gt;
&lt;br /&gt;
[http://img136.echo.cx/my.php?image=028cz.jpg http://img136.echo.cx/img136/5113/028cz.th.jpg]&lt;br /&gt;
&lt;br /&gt;
* I decided to deal with the top &amp;amp; bottom separately, and just beveled flat matching the diffuse: &lt;br /&gt;
&lt;br /&gt;
[http://img94.echo.cx/my.php?image=034py.jpg http://img94.echo.cx/img94/7370/034py.th.jpg]&lt;br /&gt;
&lt;br /&gt;
* Keep on bevelling in, this is all just standard boring modeling, particularly for such a panel: &lt;br /&gt;
&lt;br /&gt;
[http://img86.echo.cx/my.php?image=047na.jpg http://img86.echo.cx/img86/1869/047na.th.jpg]&lt;br /&gt;
&lt;br /&gt;
* I did the top the same, in a different layer, and Boolean&amp;#039;d out the carved bits in the centre square: &lt;br /&gt;
&lt;br /&gt;
[http://img22.echo.cx/my.php?image=075jt.jpg http://img22.echo.cx/img22/2671/075jt.th.jpg]&lt;br /&gt;
&lt;br /&gt;
* Filling up all the last bits, leaving out the top carving because it&amp;#039;s quite blurred and would look better generated with either a heightmap or the 2D plugin. Also I&amp;#039;m short on time and generally lazy. &lt;br /&gt;
[http://img155.echo.cx/my.php?image=083ld.jpg http://img155.echo.cx/img155/2104/083ld.th.jpg]&lt;br /&gt;
&lt;br /&gt;
Then you triangulate, make sure it&amp;#039;s facing the Y axis (the FRONT pane should show what the TOP one does in all my screens. Save it in a D3 directory, or somewhere in the darkmod directory (try to use the same paths you will for the rest of the texture).&lt;br /&gt;
&lt;br /&gt;
Then open D3, drop down the console, and use this code:&lt;br /&gt;
 renderbumpflat -size x y path\path\mymodel.lwo&lt;br /&gt;
the path is the path ignoring C:\path\Doom3\darkmod\ so any folders inside the darkmod directory. Size is just number of pixels, in a power of 2. For this, to match the diffuse, I usede 256 and 1024.&lt;br /&gt;
&lt;br /&gt;
D3 will render the normalmap out, and it looks like this:&lt;br /&gt;
&lt;br /&gt;
http://img155.echo.cx/img155/2460/final0fh.jpg&lt;br /&gt;
&lt;br /&gt;
BTW I left out several stages of the modeling, even though I took screenshots, because it&amp;#039;s quite basic and boring.&lt;br /&gt;
&lt;br /&gt;
I might do a more organic one, which obviously is more complex to model. This could have probably been done with a heightmap, but it&amp;#039;s quite slow that way. Also, I usually blend the result from a 2D plugin normalmap for more grainy detail etc.&lt;br /&gt;
&lt;br /&gt;
[[Category:Textures]]&lt;br /&gt;
[[Category:Models]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>Greebo</name></author>
	</entry>
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