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Tutorial Steps
1Introduction
2Materials
3Step 1:
4Step 2:
5Step 3:
6Step 4:
7Step 5:
8Step 6:
9Step 7:
10Step 8:
11Step 9: (optional)
12Further Examples:
133D Renderings:
As graphics technology advances, the game artist's job becomes increasingly difficult. Modern game engines demand
detailed normal maps, which can be labor-intensive to create. In this tutorial, I present a new method whereby an artist
can create these maps in minutes rather than hours.
If you find this method helpful, or if you have a suggestion, let me know at richardryanclark@gmail.com.
Before beginning this tutorial, you will need the following items:
1 de 9 10/07/2010 23:51
The Area :: Tutorial :: Normal Map Photography http://area.autodesk.com/tutorials/normal_map_photography?o=print
- Movable light-source.
Place your camera in a fixed position, and photograph your subject four times, lighted from each of four cardinal
directions, as in the examples below.
You may want to experiment with the elevation of your light. The subject should be lighted from a low angle, but not
so low that it's obscured by its own shadow.
2 de 9 10/07/2010 23:51
The Area :: Tutorial :: Normal Map Photography http://area.autodesk.com/tutorials/normal_map_photography?o=print
Create a new image, using your above-lighted photograph for a green channel, and your left-lighted photograph for a
red channel.
3 de 9 10/07/2010 23:51
The Area :: Tutorial :: Normal Map Photography http://area.autodesk.com/tutorials/normal_map_photography?o=print
Create a new image, using your below-lighted photograph for a green channel, and your right-lighted photograph for a
red channel
4 de 9 10/07/2010 23:51
The Area :: Tutorial :: Normal Map Photography http://area.autodesk.com/tutorials/normal_map_photography?o=print
Choose output levels 128 and 255, and then click OK.
Set the top layer's blend mode to "Overlay," and then flatten your image.
5 de 9 10/07/2010 23:51
The Area :: Tutorial :: Normal Map Photography http://area.autodesk.com/tutorials/normal_map_photography?o=print
Fill your blue channel with a light color. You may want to experiment with the shade; a lighter blue will yield a
smoother normal map.
At this point, your normal map should be finished and ready for use.
If your game engine supports parallax mapping, you can use CrazyBump to create the necessary heightmap.
6 de 9 10/07/2010 23:51
The Area :: Tutorial :: Normal Map Photography http://area.autodesk.com/tutorials/normal_map_photography?o=print
7 de 9 10/07/2010 23:51
The Area :: Tutorial :: Normal Map Photography http://area.autodesk.com/tutorials/normal_map_photography?o=print
The appearance of depth is due entirely created by photo-captured normal and displacement maps.
8 de 9 10/07/2010 23:51
The Area :: Tutorial :: Normal Map Photography http://area.autodesk.com/tutorials/normal_map_photography?o=print
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