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Normal mapping from a texture mapFrom $1Table of contents
By Steaph
About:This first tutorial will show you how to creat a normal map from the mapped texture, and how to import it in the material editor. The tool we will use here is the Normal map generator developed by AMD/ATI. Take note that If you own Photoshop, you can also give a try to the plugin from Nvidia that you can find here. Another commercial alternative is “crasy bump”. This software gives you the possibility to control any aspect of your map in a extremely precise way, but has a quite high pricing policy.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------- Part one:Creating the normal map using a normal map generator. Requirements:
First, unzip the normal map generator from ati. Actually, this little software allows you to import a .tga image, and transform it for you into a multichannel image. (to obtain a .TGA image, use Photoshop, Gimp, Paint.net, or any image manipulator you like. For this tutorial we will use the same cube than for “your first import in Visual3D.net”. So before going further, check where on your computer where is the texture map we have used (It should be in"Projects/Demo Assets/#Media/Models/MyModels/Cube"). If you haven’t complete this tutorial, just use the cube and the texture map attached at the bottom of this page. - Step 2 :Open the TGAtoDOT3.exe from your freshly extracted file . In the import window, search for the cube texture map and open it. If everything goes right, a “success” popup window should appear, and you should find you newly created Normal map just beside the texture map. - Step 3 :Place your new Normal map in the Visual3D.NET directory, in the same folder than your '.mesh' model, along with is texture map and his '.material'. If you have followed the "First import" tutorial, it should be "Projects/Demo Assets/#Media/Models/MyModels/cube/". - Step 4 :Launch Visual3D.NET, and go in the material editor. Create a new material and name it "cubemap-NM" (or any other name you like). Now, lets take a look to the material editor options:
- Step 5 :Go to the "texture" panel and open it. In the asset window, find the texture map of your mesh, and drag&drop it in the viewer. The "model preview" window should update and now show your texture on the preview mesh. - Step 6 :Now open the "Normal map" panel. In the asset window, find your Normal map, and drag&drop it in the viewer. Once again, your model preview should update, and show you the effect of your normal map. Now, lets take a look at the Normal map panel options. - Step 7 :
Your material is now ready. Remember that you can save it in a xml file using the "save as" button.
- Sep 8 :Go to the model viewer, and open your model by dropipng it inside from the asset window. Open the "Parts and Materials" window, and select the part where you want to apply the Normal mapped material. Open the Material explorer using the "..." button, and select the NM material. Click ok. Your Normal map should appear on your mesh.
---------------Work In Progress - Image to be added soon -----------------
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