Paint.NET :: Making Normal Maps For Textures?
Dec 4, 2009I like to know how do you go about making normal maps for textures
View 3 RepliesI like to know how do you go about making normal maps for textures
View 3 RepliesI've been using Blender a lot recently, and, not wanting to front the money to buy a Normal Map generation program or (oh dear) use GIMP of all things, I decided to try creating a Normal Map in Paint.NET.
What is a Normal Map, you ask? Normal Maps are images that are used in conjunction with a texture to give the texture false 'depth', allowing, say, light to shine onto the bricks in a texture while not getting into the cracks between, or making light come from a specific side.
The original texture:
The normal map:
The result:
Not the best, as you can clearly see.
How could I make improvements? Is this even practical?
Im having a bit of an issue combining normal maps. Basically I am taking 3 normal maps that were rendered from a normal bake from three separate portions of the model... Using Photoshop i duplicate the layers over into a single file to avoid any overlapping or offsetting the maps, when previewing it inside MAX it does something crazy instead.
The maps display completely wrong even through the resolution and ratios are exactly the same. I have lined them up int the UV editor to verify. Do alpha maps in fact play a role im properly displaying combined maps (separating them from each other in a single file)? If this is the case, then how to i properly copy the alphas over into a single file using Photoshop?
I am trying to create a normal map from a model..when i goto "Render to Texture" and press render, i get an image with red color..In projection mapping, when i click on pick , i don't find anything to pick...create a normal map..
View 2 Replies View RelatedI have a problem when I extract the normal map of mudbox. I see on the result a degraded in the normal, then when i put on 3d max i see a shadow degraded... Maybe i have bad parameters in normal maps extractor. extract the normal map on mudbox where resolve this problems.
View 1 Replies View RelatedI'm modeling in mudbox 2012 and extracting my normal maps for 3ds max and my diffuse and bump as a PNG.In 3ds 2012 the normal map seems to be changing to the overal brightness of the diffuse, changing it noticeably darker.
It's been ruled out that its not a bump map that's causing so its definitely the normal map.
The same scene, same settings, produce 2 very different outputs in max 2011 and 2012, render to texture for normals is currently useless in max 2012.
The blue one is a correct tangent normal map created from a sphere in max 2011, the colored one is the the one created inside max 2012 from the same objects and settings, and the last is another sample of normals generated in max 2012.
Are there any good tutorials for making textures for 3d objects? Not the objects themselves. Just the textures. I'm thinking of things like, rusty metal, water, stone, bricks, etc.
View 2 Replies View RelatedHow can i turn a picture i have created into a texture. then load that texture, via the texturize option or pattern fill option.
Unsure what format to save the file in, or if there is an easier way to do this.
when using brushes as "stamps" how do you use normal colors rather than textures?
View 2 Replies View RelatedI want to add some textures to the backgrounds of some artwork and make them fade out over the distance of a shape.
1. First, are patterns that ship with AI considered textures? Like the one I'm using in the attached example?
2. How can I take any pattern/texture and make it fade out over part of the image like in the example image? I did this in Fireworks using the Auto vector tool but I want to be able to do it in AI.
Being a 3D modeler, I want to texture my safe in GIMP. However, I have no idea how to go about texturing that dial like bit where you turn the handle, complete with numbers.
I want a lines going out from the center, lots of lines, and some numbers along a circular path.
I am trying to make a peice of text glow by going to Filters>Alpha to Logo>Neon, but after I do that The rest of it goes away (including the black backround) and on the right, the layers are no longer the normal rectangle, they are very short and long rectangles.
View 1 Replies View RelatedHow to do something like the pic below though. I mean I can get in the rough area of it but never quite as good as this. What do you even call this? Morphing?
View 5 Replies View RelatedThis website provides what looks to be free textures. You read for yourself and decide. You can't come back and say i said it was ok. I thought there was a section for this, but couldn't find it.
[URL]
Basically I want to create a heightmap from a colormap (a game texture). Heightmaps are used by my shader to add additional detail to surfaces (see herefor a such a surface). This technique is called Relief Bump Mapping and produces pretty cool result if the shader gets a decent heightmap.
My problem is that I only have colormaps and want to create the heightmaps in Paint.Net. So far I simply played around with the contrast and and brightness of the picture, but the results are not perfect...
I uploaded some scaled down pictures which illustrate my problem a bit better:
This is my colormap texture:
If I am using my technique (changing contrasts and brightness) I don't get good results.
The red parts show the most problematic zones of the heightmaps. Since black means no height and white means height, these regions don't contain any height informations...I already thought about using a edgre filter, but the built in one doesn't seem to be very good.
I am currently writing a book that will initially be sold as a PDF but may later go on the i Book store, however I don't have a Retina display myself and what is the best practice for making screenshots from a normal display look acceptably sharp on a Retina display?
I have Photoshop along with the iOS simulator that shows how the iPad or iPhone will look if they can be used in some way but I mainly need to get menu items and dialogue boxes from various applications in OS X and Windows looking good on Retina screens. I really don't want to pay out for a Retina display purely for this task that would only take a few hours of work at most.
I have a sketch where I want to fill in clothing areas with a fabric texture, but I'm wondering how to make it so that my textures aren't flat. The bulge effect and "rotate layer" function work, but it's tedious and unrealistic. Is there a tool or plugin?
View 1 Replies View RelatedI have not found anything on the subject, so i ask you how can i create a normal map?
View 6 Replies View RelatedI would like to know if I can import my AutoCAD 3d file into 3DS MAX, with the lighting maps and material maps intact. This is because I am doing my thesis on AutoCAD 2011 but I would like to use 3DS Max to do a walk through video.
View 3 Replies View RelatedIs it possible to create textures or patterns from images in PSP v7?
View 4 Replies View Relatedwhat would be called repeatable textures for the program that I use which is called SketchUp a 3 D cad program , there are times when i use textures(pictures) on my models but they will repeat themselves over and over again rather than look seamless. I believe that the clone tool would take care of this but not sure how to create the image where it can be offset so I can use the clone tool.
I have a video that was made for photo shop users I believe corral will perform the same task just don't know how to get it to be offset.
[URL].......
I'm looking for a plugin that creates patterns/textures like these:
These are from the plugin I'm searching for. It was very fast and effective to use. It is NOT the Grid/checkerboard maker or the "diagonal lines" plugin but something similar. I had it once but lost it.
I want to make textures of planets, atmospheres.
Where I can look tutorials and plugins for it?
Texturing an .obj file with multiple maps keeps getting overlap when I paint on the figure.
I am very new to 3D Painting in Photoshop but I am nominally knowledgeable of Photoshop in general for 2D work. I exported the Genesis figure from DAZ Studio into an .obj file and painted on it in Photoshop 5.5.
When I paint on his face, other marks show up on his torso and thigh and eyes, even. It is like all of the diffuse maps are "stacked upon one another" (though not in layers, just one one layer.)
Ideally I would like to use the nVidia normal map filter plugin - it's for Photoshop, and although, apparently, you can use some photoshop plugins, this one does not seem to work.
First question - is there a way to use the nVidia plugin?
Next - is there a Corel way?
I have created my own greyscale heightmap images and I can export red channel for alpha. Then I flood fill the red channel black and the blue channel white and export the RGB as the colour part. Creating a dds image gives me a pseudo bumpmap
BUT
Whenever I use this kind of bumpmap I get the effect I want on the aircraft models, but for some reason, "my" bumpmaps seem to remove the polygon smoothing of the 3D models so that when I "fly" the aircraft, I actually see the polygons instead of the smotthed mdl surface.This photbucket link shows what I mean.
The left hand image shows the original bumpmap on the original model. The next image shows modified artwork on the same model. Then I have change to a "D-i-Y" bumpmap and the last two show that although the desired bumps are there, I now have the wireframe polygons visible.
where I can add my own JPEG images to PPX5 Texture library. I've searched the Index and can't find anything. Is it possible to do this?
View 5 Replies View RelatedI make game textures. What I want to know is if there is a plugin that can create an alpha fade? So that, lets say, on the left side remains no alpha, but heading toward the right is a gradual fade into alpha.
The regular transparency plugin allows either the entire image or a selection within the image to become alpha. A way to simulate this is to make an image half black and half white.
Next select gaussian blur to have both sides bleed into each other from white to black then click black to alpha plugin in and that creates a fade from white to alpha. An alpha fade from the white to the black side of the image.
But I was hoping that there is a plugin that could ignore colors and create a gradual shift into alpha from one side of the selection to the other.
How to paint normal map after adding Normal Map layer in paint stack ? Simple painting with Paint brush not give any results.
View 1 Replies View RelatedIf I have two images, one is a texture map and the other is a normal map, how do I essentially paste the normal map into the alpha channel?
The stuff I am importing into (OpenSimulator) uses a single image to put texture and normal map information onto an object but so far I can't see anywhere to create the alpha channel.
I am not using the alpha channel for transparency, which seems to be a source of confusion (elsewhere). The thing is I CAN use it for that (transparency I mean) simply by making part of my image transparent (This is splendid by the way, and is yet another reason why I adore Paint.Net), this implies to me there are alpha channels or that the transparency thing is something different.
In my version of X6 32-bit, there is a problem with the icons in Print Layout, they're not the normal icons, but one's used when tying as script to an icon.
I have re-set X6, using the Shift key method, but the problem is still there. I can use the menus and print, but those icons don't belong there.