Hints, tips and tutorials for 3D modelling & content creation
|
KatsBits
Creating 3D models, meshes &
game content
3D modelling & meshing, level editing and textures makingHints, tips and tutorials for 3D modelling & content creation [back]From photograph to normal map, how to...ResourcesContents
What's this all about? ^This tutorial will run through some of the things you need to be thinking about when making normal maps directly from photographs; that is, using photographs as a direct source for creating a 'source' image to pass through various normal mapping tools; this is especially useful in instances where recreating a heightTemplate may be impractical or not possible as per the previous tutorial of making normal maps from photographs here. Photographic Tips for Normal Mapping ^One of the big problems you'll find with the way people generally take photographs is that they do so without any regard to their eventual use as textures. What this means is that shots are taken without any regards to the prerequisite that would-be textures generally need to have; mainly to do with limiting the amount of work a texture artist needs to do with the artwork in order to effectively convert it into a usable asset. This is one of the reasons why it's not a good idea to use images found on the Internet as they've not been taken correctly. Some general tips to think about when taking your photographs;
Base image Composition ^When taking your photographs it's best to take a number of shots from different angles - the reason being that no matter how hard you try, if you only have one photo source you will get pattern repeats that are difficult to avoid or disguise; taking several shots from slightly differing angles means being able to use a larger sample source when cloning to create a more complete image for use as a texture base.
The image above is the original photograph that will be used to create both the diffuse layer and the heightTemplate from which the normal map will eventually be generated. The flat light in which the photograph was taken helps prevent too many obtrusive dark shadows being present where they wouldn't represent 'depth' (as the normal map tools will see it). ![]() Stage 2 : adding further layers of photographs Cloning or copy/pasting sections from some of the other photographs into the working texture file allows greater coverage of the image space with more unique features, even using the clone tool now would give better results than trying to over use the original photographs features. All this work forms a base source image from which the actual texture will be 'cut'. ![]() Stage 3 : Final photo layers and image clone usage Once done you should end up with something that doesn't have any overly noticeable tiling or pattern repeat; depending on the final textures placement and use, it may need more tweaking to hide any obvious feature repeats (slight tonal changes are not noticeable on their own, but tile a texture across a large surface and the difference and pattern repeat become all to noticeable - which can be difficult to hide when in use. Active texture area ^Once a base source is create a section of it will then be used to create the actual texture space, a 512 x 512 pixel image in this case. Some further work will be needed to ensure the image tiles correctly without any 'edges' showing. Additional tonal or colour work can also be done at this point the result of which should be a 'made ready' (diffuse layer) image. ![]() The tiling texture space Desaturation and image editing ^Because the lighting conditions under which the original photographs were taken it means that when the next step is done in this process it produces a greater degree of fidelity relative to the actual structure of the object (in this case tree bark) due to the absence of heavy(ier) directional shadows cast due to the presence of strong sunlight; this basically means dark areas actually represent depth instead of 'shadow' which normal map tools can't process in the way we understand them.
Desaturating or removing all the colour tones to produce an image similar to below should be done before passing images through normal map tools so as to avoid colour being mistaken for depth tone; the image need to be tonally correct relative to what is expected so dark colours may need adjusting so that they represent the surface structure correctly - painting the protrusions of an object with black would result in the tools thinking those surfaces are recessed. ![]() Image desaturation Normal map creation ^Once you have the grey scale template image it's time to pass it through the normal mapper. Depending on which one you use - CrazyBump, nVidia, ATI, GIMP or some other 3rd party tool - the results of passing the template through will vary, in some cases quite dramatically. Whichever normal map tool is used, and whatever the results, because of the attention given when taking the original photographs of the source tree bark as well as subsequent image editing, the end result will be a normal map texture that is more correctly interpreting the template and more closely corresponds to what is expect to be seen relative to height and depth; the fidelity is better because of the time taken to 'get it right' from the beginning.
![]() The resulting normal map |