CGTalk Create Normal Maps from Displacement Map
 01-08-2008, 07:16 PM #1 adam|zeliasz Frequenter Adam Zeliasz CEO Black Sun FX Streamwood, USA   Join Date: Feb 2003 Posts: 210 Create Normal Maps from Displacement Map Im new to Modo and I was wondering how to create a displacement map (used for a normal map) for a low polygon object? From what I've seen, you need to subdivide the object to get a smooth displacement. If the object I've modeled cant be subdivided, since its a non organic model (like a cube), how can I increase the polygon count to get a nice displacement? What I'm trying to do is create concrete etching on a cube for a normal map that only has 6 polygons. I hope that makes sense...Thanks! share quote
 01-09-2008, 01:47 AM #2 Kilven New Member Kevin El Crescento, USA   Join Date: Dec 2007 Posts: 25 The mesh's polygons will have to be joined at the shading/displacement level, so you could do a Shift-D a few times, then turn it into a subdivision surface, and bake it then. Or, you could increase the smoothing angle enough so that the edges are joined, but i did just try this on a cube, and the result is bad looking. The displacement is calculated straight out along the normal, and since they blend in a sphere like fashion due to smoothing, it will displace like a sphere. The linear interpolation between vertexes in smoothing also makes seams. Making a SDS with a facet-subdivided base mesh will have smooth edges (as smooth as you like) and the rest will be flat. That could possiby be the best option... Another thing to think about, the bakery doesn't even see the geometry, it sees the shading. So if your mesh doesnt smooth right, or not at all, or if the parts are discontiguous, the baked map will still be contiguous. So really, you can have your displacement make a mess of your model, and it will be fine. Do Shift-D subdivide it first, if only for the sake of sculpting it. have fun sculpting and baking! share quote
 01-09-2008, 02:15 PM #3 adam|zeliasz Frequenter Adam Zeliasz CEO Black Sun FX Streamwood, USA   Join Date: Feb 2003 Posts: 210 Is there a way in which you can paint normals instead of subvividing a mesh or creating a high res version? What about using a bump map and converting it to a normal map? I'm not familiar with how Modo works but is that possible? I'm trying to avoid creating a high res model to sculpt on. This low res model will be used within a game engine... Thanks! share quote
 01-10-2008, 11:42 PM #4 Kilven New Member Kevin El Crescento, USA   Join Date: Dec 2007 Posts: 25 It's usually a big pain to literally paint normals, unless you have some images pre-loaded, if they were baked. You would have to set the map to diffuse to paint and then change it back. Don't do that, probably. You can paint bump maps much easier however, and these can be baked into normal maps. share quote
 01-10-2008, 11:42 PM #5 CGTalk Moderation Lord of the posts   Join Date: Sep 2003 Posts: 1,066,481 Thread automatically closed This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum. __________________ CGTalk Policy/Legalities Note that as CGTalk Members, you agree to the terms and conditions of using this website. share quote