'Normal Map Photography'에 해당되는 글 1건

  1. 2008.08.26 Normal Map Photography
crossrenders_copy2.jpg

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:

- 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.)
materials.jpg
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.
step1.jpg
Convert your photographs to grayscale, and crop them as desired.
step2.jpg
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."
step3.jpg
Open the levels dialog for "Above&Left."
levelsNW.gif
Choose output levels 127 and 0, and then click OK.
step4.jpg

Step 5:

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"
step5.jpg
Open the levels dialog for "Below&Right."
levelsSE.gif
Choose output levels 128 and 255, and then click OK.
step6.jpg
Paste Below&Right into a new layer over Above&Left.
blendmode.gif
Set the top layer's blend mode to "Overlay," and then flatten your image.
step7.jpg
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.
step8.jpg
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.
step9.jpg
These renderings depict flat surfaces of two polys each.
The appearance of depth is due entirely created by photo-captured normal and displacement maps.
crossrenders_copy.jpg
crossrenders3.jpg
RocksRender1.jpg
rocksrender2.jpg
nutsrender1.jpg
nutsrender2.jpg
Direct questions and comments to richardryanclark(at)gmail(dot)com
Posted by dhkim DongHwan, Kim

댓글을 달아 주세요