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[TUT]Creating bump (normal) maps

10 replies to this topic
gr8man
  • gr8man

    GTA IV Wizard

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#1

Posted 08 September 2009 - 07:32 AM

What is bump (normal) map?

In the last 10 years there are a lot video games that use low polycount models for the game play and then tell the story using separate models with high polycount, or pre-rendered cinematic sequences. The cutscene characters always look nice with lots of detail, but soon as the game play starts again, the model is back to being low poly and ugly. Wouldn’t it be cool if you could make your 1500 poly real-time model look like your 500 000 poly cutscene model? That is the main goal of using bump (normal) maps. The aim of this tutorial is to introduce you to creating normal maps.

What you’ll need?

Tools for creating your models.
-3ds Max, Maya, Softimage, Lightwave, Blender
P.S. Maybe in the future we will be able to import our models in the game, and then normal maps will be very useful.

Tools for generating your normal maps.
-Adobe Photoshop
-Nvidia’s DDS plugin for Photoshop
http://developer.nvi...ture_tools.html

Creating normal maps from bump maps

The easiest method of making your real-time models look more detailed is to use a normal map created from a bump map. In this method, the normal map provides, in real-time, the exact same funtionality that a bump map adds to a high poly model. The basic principle works like this:
1. Create your real-time model.
user posted image
2. Make a bump map for your model in Photoshop or other paint program.
user posted image
3. Convert the bump map to a normal map with Nvidia's Photoshop plug-in.
user posted image
4. Apply the normal map to the model and render it to see what it looks like.
user posted image

Now in GTA IV

1. Open the texture of the model that you want to create normal map. I will use this texture, it’s made by myself.
user posted image
2. Now, in Photoshop you have to make your bump map. Remember, the bump map is only in black and white colors.
user posted image
3. It’s time to generate your normal map. Click File->Save as->.dds format.
4. Use these settings.
user posted image
4.1 Click on “Normal map settings” and use these settings.
user posted image
5. Click save.
Now you have to open again the .dds file and save it as a .png file, so you can use it ingame.
user posted image

You can test it ingame.

Hope you learned something from this tut. biggrin.gif

hristobg
  • hristobg

    Thug

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#2

Posted 31 December 2009 - 11:30 AM

Wow ! This tutorial is so helpful !
Thank you, gr8man ! You are the man !
But.. anyone tryed it yet.. ? sarcasm.gif

Flat Face
  • Flat Face

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#3

Posted 01 January 2010 - 09:49 AM

I'd love a tutorial showing how in photoshop/the gimp... I don't have all this crap... OR i can't be bothered doing this harder way cause I remember trying and thinking "f*ck this sh*t"

Dvt-MedShot
  • Dvt-MedShot

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#4

Posted 09 February 2010 - 03:16 PM

Very nice tutorial! Thx man!

simkas
  • simkas

    That guy

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#5

Posted 09 February 2010 - 04:19 PM

That's just the easiest way which most of the time will provide the worst results.
Sadly, the only way to make really good looking normal maps is drawing them by hand. CrazyBump can also create some REALLY good normal maps, but it isn't free.

EduardKoeleJuck
  • EduardKoeleJuck

    Gangsta

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#6

Posted 06 April 2010 - 09:08 AM Edited by EduardKoeleJuck, 06 April 2010 - 01:51 PM.

QUOTE (simkas @ Feb 9 2010, 16:19)
That's just the easiest way which most of the time will provide the worst results.
Sadly, the only way to make really good looking normal maps is drawing them by hand. CrazyBump can also create some REALLY good normal maps, but it isn't free.

What I do most of the time, is only make bumpmaps for the changes I made. For example, when I apply a logo to a jacket, I copy the bumpmap from the logo onto the original bumpmap.

EDIT: I've downloaded the trial of CrazyBump and that tool is truly amazing.

EDIT 2: Here's a comparison between PS and CB:

Photoshop:
user posted image

CrazyBump:
user posted image

r.schuindt
  • r.schuindt

    Hustler

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#7

Posted 07 April 2010 - 04:54 PM

QUOTE (EduardKoeleJuck @ Apr 6 2010, 09:08)
QUOTE (simkas @ Feb 9 2010, 16:19)
That's just the easiest way which most of the time will provide the worst results.
Sadly, the only way to make really good looking normal maps is drawing them by hand. CrazyBump can also create some REALLY good normal maps, but it isn't free.

What I do most of the time, is only make bumpmaps for the changes I made. For example, when I apply a logo to a jacket, I copy the bumpmap from the logo onto the original bumpmap.

EDIT: I've downloaded the trial of CrazyBump and that tool is truly amazing.

EDIT 2: Here's a comparison between PS and CB:

Photoshop:
user posted image

CrazyBump:
user posted image


user posted image

this image has no parameters 3D ...
sorry!

MarCn1
  • MarCn1

    Player Hater

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#8

Posted 16 April 2010 - 02:40 PM

QUOTE (gr8man @ Sep 8 2009, 07:32)
What is bump (normal) map?

In the last 10 years there are a lot video games that use low polycount models for the game play and then tell the story using separate models with high polycount, or pre-rendered cinematic sequences. The cutscene characters always look nice with lots of detail, but soon as the game play starts again, the  model is back to being seroquel low poly and ugly. Wouldn’t it be cool if you could make your 1500 poly real-time model look like your 500 000 poly cutscene model? That is the main goal of using bump (normal) maps. The aim of this tutorial is to introduce you to creating normal maps.

What you’ll need?
Tools for creating your models.
-3ds Max, Maya, Softimage, Lightwave, Blender
P.S. Maybe in generic viagra the future we will be able to import our models in the game, and then normal maps will be very useful.

Tools for generating your normal maps.
-Adobe Photoshop
-Nvidia’s DDS plugin for Photoshop
http://developer.nvi...ture_tools.html

Creating normal maps from bump maps

The easiest method of making your real-time cheap phentermine models look more detailed is to use a normal map created from a bump map. In this method, the normal map provides, in real-time, the exact same funtionality that a bump map adds to a high poly model. The basic principle works like this:
1. Create your real-time model.
user posted image
2. Make a bump map for your model in Photoshop or other paint program.
user posted image
3. Convert the bump map to a normal map with Nvidia's Photoshop plug-in.
user posted image
4. Apply the normal map to the model and render it to see what it looks like.
user posted image

Now in GTA IV

1. Open the texture of the model that you want to create normal map. I will use this texture, it’s made by myself.
user posted image
2. Now, in Photoshop you have to make your bump map. Remember, the bump map is only in black and white colors.
user posted image
3. It’s time to generate your normal map. Click File->Save as->.dds format.
4. Use these settings.
user posted image
4.1 Click on “Normal map settings” and use these settings.
user posted image
5. Click save.
Now you have to open again the .dds file and save it as a .png file, so you can use it ingame.
user posted image

You can test it ingame.

Hope you learned something from this tut. biggrin.gif


very usefull update! thanks man! keep up the good work wink.gif

nigelhere9901
  • nigelhere9901

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#9

Posted 26 February 2013 - 11:33 AM

This was very VERY helpful.

Rented
  • Rented

    San Andreas Rewind Lead Developer

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#10

Posted 13 April 2013 - 08:11 PM

This is a really nice tutorial DDNs are very useful and It's just magical.

steel89ita
  • steel89ita

    Map Designer

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#11

Posted 06 August 2013 - 11:23 AM

Thanks Gr8man for the tutorial,
but the images are gone.

Can you re-upload them?




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