Maya 2015


Updated On 02 Feb, 19


Course Introduction and User Interface - Working with the Viewport - Understanding Primitives - Working with Projects - Extrude and Edge Loop Tools - Bridge, Extrude and Multiple Edge Loops - Manual Boolean Operation - Mirroring and Symmetry - Edge Normals - Understanding UV Maps - Automatic Mapping - Projection Mapping and Unfold - UV Sew and UV Layout - UV Map Arrangement - Delete History and Layer Editor - Edge to Curve and NURBS to Poly - Duplicate Special - Create and Assign Materials - Material Color and Specularity - Applying Substances - Creating the UV Snapshot - UV Snapshot Setup in Photoshop - Creating the Rope Texture - Texture Based Normal Map - Assign the Normal Map - Setup for Projection - High Poly to Low Poly Projection - Finishing Up the Textures - Applying Materials to Game Objects - Unreal Engine 4 Grid Settings - Image Planes - Basic NURBS Shaping - Basic NURBS Shaping Continued - Basic NURBS Shaping Final - Live Surface Preparation - Modeling Toolkit Quad Draw - Continued Work with Quad Draw - Edge Spiders - Component Editor - Smooth Preview - Model Cleanup - Custom Viewport Layouts - MEL Script Basics - MEL Echo All Commands


Lecture 24: Texture Based Normal Map

4.1 ( 11 )

Lecture Details

NVIDIA Texture Tools for Adobe Photoshop

Using NVIDIAs texture tools we can create a texture based normal map using nothing more than the diffuse texture we created for our rope. This process is fairly common practice as an alternative to high poly to low poly projection. The overall outcome, while decent, generally will not produce the same quality of results as that of a high poly to low poly projection but is a quick time saver none the less. For our purposes this texture based process will suit our needs and often times is all that will be necessary when developing certain aspects of the models texture maps. We will first need to download and install the texture tools before we can begin.

A normal map is nothing special really other then three bump maps layered on top of one another. The texture itself has an R, G and B channel with each channel representing the X, Y and Z bump maps. When these three bump maps are layered on top of one another they give the normal map its interesting blue hue. The important thing to realize here is that developing normal maps is an essential step to the development of any 3D asset. A normal map can bring a model to life and make it appear to be a much higher resolution then what it really is. You can make a face that only has four points on it appear as though it has several hundred. This concept can be useful for saving on resources while not sacrificing visual appeal.


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1 Ratings
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Excellent course helped me understand topic that i couldn't while attendinfg my college.

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Great course. Thank you very much.