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Okay, I know what normal maps are, but I've never tried doing one before.
I know you can use UVW unwrap and all that to make a custom one in Photoshop, but I'm more talking about normal mapping that creates a map from a high res model and applies it to a low res version model. I'm just testing the principal out by trying to make a sphere, and then make a second sphere with spikes, 3 iterations of subdivision, and noise applied to the geometry to use as the high res model (no real goal; just trying to make something bumpy).
I've looked up tutorials on all this, and I have to say there is an abysmally small amount of information on the topic. Not to mention youtube tutorials are immensely frustrating for how they never have good enough resolution for me to see the settings the teacher is pressing.
Basically, what I've gathered is once you make the high res model, you go to "render to texture" and set it up so it creates a normal map. Well, all well and good, but there are a number of problems.
First off, I don't know much about normal mapping, but I'm fairly certain the end result of the map shouldn't be flat purple. I was pretty sure different shades of violet formed a sort of contour look that dictates the bump. And sure enough, putting this image in the normal bump slot did just about nothing.
Secondly, the mapping coordinates are all wrong. When I apply the map to the object, I can see how the normal map is slapped on like a sticker on the surface of the low poly sphere. I don't have the foggiest of ideas as how to get it working, and I'm sure I must be quite noobish to normal mapping to be failing at such a relatively simple thing.
Anyone, please, this is pretty crucial knowledge for someone interested in joining the industry someday.
I know you can use UVW unwrap and all that to make a custom one in Photoshop, but I'm more talking about normal mapping that creates a map from a high res model and applies it to a low res version model. I'm just testing the principal out by trying to make a sphere, and then make a second sphere with spikes, 3 iterations of subdivision, and noise applied to the geometry to use as the high res model (no real goal; just trying to make something bumpy).
I've looked up tutorials on all this, and I have to say there is an abysmally small amount of information on the topic. Not to mention youtube tutorials are immensely frustrating for how they never have good enough resolution for me to see the settings the teacher is pressing.
Basically, what I've gathered is once you make the high res model, you go to "render to texture" and set it up so it creates a normal map. Well, all well and good, but there are a number of problems.
First off, I don't know much about normal mapping, but I'm fairly certain the end result of the map shouldn't be flat purple. I was pretty sure different shades of violet formed a sort of contour look that dictates the bump. And sure enough, putting this image in the normal bump slot did just about nothing.
Secondly, the mapping coordinates are all wrong. When I apply the map to the object, I can see how the normal map is slapped on like a sticker on the surface of the low poly sphere. I don't have the foggiest of ideas as how to get it working, and I'm sure I must be quite noobish to normal mapping to be failing at such a relatively simple thing.
Anyone, please, this is pretty crucial knowledge for someone interested in joining the industry someday.