From the course: Maya: Game Prop Creation
Unlock the full course today
Join today to access over 22,400 courses taught by industry experts or purchase this course individually.
Overview of normal maps
In this video I will give a brief overview of a normal map showing what it does to the wood table, when I had some relief to the surface. Right now in the scene, these are flat. What this means is that although it's got a color in it which looks like wood, this Blinn material is exactly flat and uniformly shiny. If I take my light and move it over in the scene, turning on the high-quality display and pressing 7 to show lights. When I pull this up, we can see that well it's a flat surface, and as I pull that light back and forth, we can just see the cracks in the table. What we will see in most game objects is that we have a diffuse map and a normal, so the surface looks like it has some variation Because we are dealing in low poly objects, we need to make sure they look as well real and textured as possible. I will go over to Photoshop and make a couple of different maps to illustrate this. Here in Photoshop. I've got the Wood texture I had created previously. What I am going to do is…
Practice while you learn with exercise files
Download the files the instructor uses to teach the course. Follow along and learn by watching, listening and practicing.
Contents
-
-
-
-
-
-
-
-
Understanding the importance of a low poly count4m 46s
-
Overview of normal maps9m 26s
-
Overview of the high-poly projection pipeline3m 10s
-
Planning the UV space for projection5m 29s
-
Working with hard edges and subdividing7m 22s
-
Adding details by beveling and extruding6m 50s
-
Fixing geometry7m 39s
-
Using the Sculpt Geometry tool and soft selection to add dents9m 32s
-
Baking the high-poly model onto the low-poly model to produce a normal map8m 21s
-
-
-
-
-