View Full Version : normal mapping

02-03-2004, 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 ?


02-03-2004, 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

02-03-2004, 09:50 PM
is a good place to start.

02-04-2004, 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!


02-04-2004, 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

02-04-2004, 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...

02-05-2004, 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.

02-06-2004, 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... :]

02-06-2004, 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,

02-06-2004, 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?

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

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

02-06-2004, 07:01 PM
Nice stuff, guys. Thanks for sharing! :D


02-06-2004, 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 :)


02-06-2004, 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
02-07-2004, 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
02-08-2004, 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...

02-09-2004, 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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