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  • Normal Map Photography

  •                                                    Normal Map Photography

                                                                          By_ richardryanclark

    Introduction: 

    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.

    Materials

    Before beginning this tutorial, you will need the following items:

      1) Digital camera, preferably with a tripod.

      2)Computer with Adobe Photoshop, or a similar image editor.
      3) Movable light-source.

      4)Subject.

    Step 1:

    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.

    Step 2:

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

    Step 3:

    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."

    Step 4:

    Open the levels dialog for "Above&Left."

    http://area.autodesk.com/th.gen/?u/4hqr3-1ukt5-0w2h5-4zwsp:760x0.jpg

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

    http://area.autodesk.com/th.gen/?x/nhd90-fv2rg-696n2-87cs2:760x0.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"

    http://area.autodesk.com/th.gen/?c/f5tk9-j6s96-4ha3i-pyk54:760x0.jpg

    Step 6:

    Open the levels dialog for "Below&Right".

    http://area.autodesk.com/th.gen/?h/41570-37s6k-7d4id-qq5qm:760x0.jpg

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

    http://area.autodesk.com/th.gen/?9/7v2fa-32g77-k93i9-6sre2:760x0.jpg

    Step 7:

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

    http://area.autodesk.com/th.gen/?p/r775x-myd8y-bu2q4-ugarq:760x0.jpg

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

    http://area.autodesk.com/th.gen/?v/qt3pz-v54yu-w7rrv-3g824:760x0.jpg

    Step 8:

    Fill your channel with a light color. You may want to experiment with the shade; a lighter will yield a smoother normal map.

    http://area.autodesk.com/th.gen/?7/w7yrr-527vn-yese4-dja24:760x0.jpg

    At this point, your normal map should be finished and ready for use.

    Step 9: (optional)

    If your game engine supports parallax mapping, you can use CrazyBump to create the necessary heightmap.

    http://area.autodesk.com/th.gen/?6/0vnvz-4t483-r6r6m-w9vhm:760x0.jpg

    Further Examples:

    3D Renderings:

    These renderings depict flat surfaces of two polys each.

    The appearance of depth is due entirely created by photo-captured normal and displacement maps.

    http://area.autodesk.com/th.gen/?j/nqae3-gi7dn-8yif7-7k3y2:760x0.jpg

    http://area.autodesk.com/th.gen/?7/tp93h-4j9z5-nf337-jb4xy:760x0.jpg

    In the end, I would like to thank you for the support that you have shown by reading this article, for more articles please keep visiting...