View Full Version : normal mapping

02 February 2004, 08:07 PM
Hi guys,

Just wonderinf if there is a good plugin for creating normal mapping textures for maya5.

basicly it takes a high poly model and a low poly model and creates a normal map texture.

is there a good plugin for maya5 ?


02 February 2004, 09:16 PM
im not sure man but this is not the place to ask for suck stuff.
theare is a Maya forum wheare more people will pay atention to your request :)
wish you best

02 February 2004, 09:50 PM
is a good place to start.

02 February 2004, 06:41 PM
I dunno, seems like the right forum if you ask me! :D These are plugins developed by ATI for normal map generation.

Normal Mapping Tools (

This includes both Max and Maya plugins for normal map mesh exportation, creation, and viewing.

Standalone App (

This is a utility that eases creation of normal maps by using a GUI (rather than the command line exe included in the first link).

Make sure you read the readme files for both before you start using them! Good luck!


02 February 2004, 07:11 PM
seems sensible to ask ure fellow games workers rather than the software specific forum where nobody seems to care about games models etc lol

02 February 2004, 07:24 PM
As an addition to squeaky's post, you might want to check out Mike Bunnell's modification... uses OBJ files instead of ATIís NMF format. Optionally creates a sub-division surface for you. Creates displacement maps. Supports 16-bit TIFF. Etc.

ORB is another freebie standalone normal map generator. Also generates displacement maps, diffuse maps, vertex-color maps. Imports ASE/OBJ/LWO formats. Previewer included.

Some threads from the Digital Sculpting Forum that might help...

02 February 2004, 05:13 AM
Yes i knew i was in the right forum section because i know this method is used in game development.

thanks for the links you posted guys.

and Pimeto before replying something like you did you should think twice, just because i posted 60 posts doesnt make me an imbecil.

I know my 3d stuff and i know where to post in forums.

02 February 2004, 01:07 PM
i am also looking for a normal map renderer, and i played a bit with ORB, but theres a big problem:
the resolution of your normal map is limited to your desktop resolution (because of Opengl i guess) :(
What i am looking for, is a true offline-renderer for normal-maps to create large normal maps (2048^2 and more)
It would be really cool, if someone could help me with that... :]

02 February 2004, 06:17 PM
The standalone app I linked in my previous post renders up to 2048x2048 without the need to have your 3D application open.

Hope that helps,

02 February 2004, 06:18 PM
I don't think the ATI is limited to your video setup... it's basically a cmd-line tool. Have you tried it?

02 February 2004, 06:34 PM
Normal mapping in all it's glory but.. Offset mapping takes up less memory and looks alot better.

02 February 2004, 06:58 PM
Yeah, very intriguing. Demo here...

02 February 2004, 07:01 PM
Nice stuff, guys. Thanks for sharing! :D


02 February 2004, 07:13 PM
Originally posted by squeaky
The standalone app I linked in my previous post renders up to 2048x2048 without the need to have your 3D application open.

Yeah, that seems to be exactly what i was looking for! shame on me, i didnt tried it before :)


02 February 2004, 09:27 PM
NP :) Maybe if I post one more time I can get rid of the newb tag :P

Regarding larger normal maps:
Keep in mind that at 2048x2048@24bpp, you're using 12MB of texture memory...and that's just for the normal map. :O Though if the goal is to send your programmers into epileptic conniptions, then more powers-of-two to ya. ;)

Howard Day
02 February 2004, 06:42 PM
Well, that's not completely true.
If you're using compressed textures, that 2048x2048 normal map texture is actually only gonna be 2MB.
Compressed as a DDS with a surface format of DXT1, of course.
Rock on, and give the programmers something nice.

Staffan Norling
02 February 2004, 12:54 AM
I prefer to use raydisplace ( to create my normal's 100% integrated in maya (you get it as a custom mental ray shader), you create your normal maps by baking in mental ray. The backside is, you have to mess around a lot to get your normal maps in tangent space. On the other hand, both ORB and ATI normal mapper seams to be pretty limited...

02 February 2004, 06:17 AM
dmeo looks sweet, might get my bro to stick it in his engine and see how it goes :)

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