The most labour intensive bit is usually the uv mapping if you are mapping a complex object. You can ignore the errors since we do not yet have a mesh. I uv map the low poly version then I bake using selected to active normals, ao, vertex color and displacement. Use the feature in Blender to accomplish this. You also have to keep an eye on anti-aliasing when working, especially at the smaller texture sizes; the one pixel mid toned grey strip along the left and top edge of the image above can potentially cause odd problems particularly where there are fine details are needed. This was the value chosen by video tutorials that the author observed.
Height is now defined by grey scale tonal values, the closer to white the higher it is; a cylindrical object for instance would have a 'white' centre section and 'dark' edges instead of the typical 'embossed' highlights of light on one side and dark on the other that we're used to seeing on '3D'. Today you will learn how to bake normal maps from a high-poly mesh to a low-poly version in blender, so yeah lets start! Also, remember that normal maps are not changing geometry to the mesh, normal maps just change how the light gets reflected from the object and makes an illusion that it has more geometry. Now if you render F12 there is something similar to a normal map. To save this image go to the file menu highlighted in red at the top of the screen and select Save Rendered Image highlighted in yellow or press F3. Each of the texture represent a certain axis thus creating the normal map when rendered. There are some actions in the steps below that may differ from your normal approach to content creation in Trainz. I saved out the new model to.
So we will start with a new empty blender project. When you add your details, remember that we can't bake in normal map bumps or any grooves which do not have any slopes on sides. To ensure you are in the correct mode, the tutorial will remind you of the correct mode. There are two methods of creating them in blender. Indianapolis, Indiana: Wiley Publishing, Inc.
In this extra step we will test the normal maps that we just baked in Blender. In the Doom 3 engine for instance, it's used as an actual 'mask'; it knocks out removes sections of the texture from being rendered. Both basically have the same information about ' what' the object is, but because the first contains only that information it allows for a much clearer normal map - it simply contains just the information needed to create the basic shapes required to describe the door and it's component objects; the hinge, the door object itself, the vents, etc. Along side various blurs and other graphical 'effects' you'll be able to better judge how the tools will behave generally before you start working on more complex 2D template objects. The source for the normal map in blender can either be a texture already installed in Blender, or using an external picture-file. In this tutorial I will show how to bake normal maps in Blender 2. Making textures for idtech 4 powered games Because Quake 4, Quake Wars, Prey and others run on the Doom 3 engine idtech 4 it means that everything to do with the texture creation process for Doom 3 applies directly to those games; that means you can use exactly the same height bump maps, normal maps, diffuse and specular maps in both Doom 3 and Quake 4.
Templates, normal maps and image resolution It means several things which result in something similar to the image opposite. Anti-aliasing or the reduced pixel information at smaller images sizes can cause anomalies in bump maps as well. The ventilation grills were created in a similar way with a hard edge along the bottom of each individual 'vent' object on the template so the bump tools could pick that up correctly. For the normal map create from the photo, it's the photo itself. The result probably depends on the type of bumps and depressions being modelled. As there is only one face on the lo poly mesh it just fills the image.
Consult the Modeling section for how to model a highly detailed model using the Mesh tools. This example uses the black. This is also required if you resized the plane using dimension values. I've compiled a list of options when it comes to normal and bump map creation. To me, the most advanced of the free solutions is , but I haven't tried any of these so I am not sure.
So go to the shading menu F5 or by pressing the ball icon highlighted in red. The images opposite show both a template and the resulting bump map and how different types of 'blur' effect the out come of the normal map. To see the effects on the shaders, connect the Normal output into the Normal inputs of the corresponding shaders. Just use whatever method suits you. The basic idea of normal mapping is to give normals similar variations.
The image opposite for example shows a 'cylinder' object created by combining three individual component layers together to give a final 'combined' stage which is then passed through the bump map tools - the top half is the heightTemplate, the bottom the normal mapped results. Also — have you seen this blend? Change the viewport to Rendered to see live results. From the content browser we will pull both of our imported meshes in our game level and place them as we like. After we have made our materials we can use them with our meshes. But first check that you met the requeriments! For example the barrel cylinder shapes used for the hinges on our test door were created in a similar way to the first of the test images above by taking a 'lozenge' shaped object and blurring it so the edges faded out towards the edge; you can see the results of doing that opposite. Or you can try the web based , for very basic normal maps generation. Blender For Dummies 2nd Ed.
You can then apply other effects, such as increasing the contrast, to achieve better results. In these nodes I set my colors to white. It gives you a lot of maps that line up exactly and is quite physically accurate. At this point you could just export the lo poly mesh to Trainz but it would appear as a plane. This step is totally optional but adding it can add that bit of realism to your shader, at least for me personally. This is almost irrespective of the tone or any expected colour change relative to the height template.