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The Area :: Tutorial :: Normal Map Photography http://area.autodesk.com/tutorials/normal_map_photography?

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Normal Map Photographyhttp://area.autodesk.com


Posted: 2008-08-25
Published by: the area
Homepage: Visit the page
Software: Autodesk 3ds Max, Autodesk Maya
Category: Rendering
Skill: Intermediate

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

- Digital camera, preferably with a tripod.

- Computer with Adobe Photoshop, or a similar image editor.

- Movable light-source.

- Subject. (In this example, Subject is a bowl of peanuts.)

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.

Convert your photographs to grayscale, and crop them as desired.

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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.

This image will be hereafter called "Above&Left."

Open the levels dialog for "Above&Left."

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The Area :: Tutorial :: Normal Map Photography http://area.autodesk.com/tutorials/normal_map_photography?o=print

Choose output levels 127 and 0, and then click OK.

Create a new image, using your below-lighted photograph for a green channel, and your right-lighted photograph for a
red channel

This image will be hereafter called "Below&Right"

4 de 9 10/07/2010 23:51
The Area :: Tutorial :: Normal Map Photography http://area.autodesk.com/tutorials/normal_map_photography?o=print

Open the levels dialog for "Below&Right."

Choose output levels 128 and 255, and then click OK.

Paste Below&Right into a new layer over Above&Left.

Set the top layer's blend mode to "Overlay," and then flatten your image.

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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.

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The Area :: Tutorial :: Normal Map Photography http://area.autodesk.com/tutorials/normal_map_photography?o=print

These renderings depict flat surfaces of two polys each.

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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.

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The Area :: Tutorial :: Normal Map Photography http://area.autodesk.com/tutorials/normal_map_photography?o=print

Direct questions and comments to richardryanclark(at)gmail(dot)com

9 de 9 10/07/2010 23:51

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