![how to make a normal map in zbrush 4 how to make a normal map in zbrush 4](https://1.bp.blogspot.com/-DBvMQ6KHTIw/UHeqylOcYyI/AAAAAAAAGoU/xvxNOiIeQQA/s320/studyingreen.jpg)
- #How to make a normal map in zbrush 4 full
- #How to make a normal map in zbrush 4 software
- #How to make a normal map in zbrush 4 plus
This is what the engine sees when it's lighting a regular surface. The yellow lines show the direction of the actual polygon surface normals. The black line is a cross section of a model. Their directions are relative not absolute, making them perfect for realtime use. Which is why they can be rotated, moved, bent and so on.
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Tangent Space maps are considered by the engine to always be facing 'up' from the surface of the polygon they're used on (so you don't get much change in color on the Blue channel), so whatever direction this type is facing, it still thinks its facing up. But unless they are handled specially, there's little to be done with them.
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The quality is usually deeper and richer. Each pixel is capable of facing in any direction. World and Object Space maps are generated with an understanding of their position and orientation, and what they consider up on their map, is an absolute up within the world, hence you can't do much with them. Generally the following is used (assuming Y +/- equals up/down) This when all added together is what gives a normal map it's rainbow appearance.
#How to make a normal map in zbrush 4 plus
These are used in Unity and most if not all other 3D engines available today.īump Maps are not as advanced as normal maps as they contain only height information (explained below), but can bend, rotate, tile, move with no adverse effects.Įvery color value in a normal map represents an angle, using 128 for the plus direction and 128 shades for the negative. These can move, rotate, tile and bend without harming their appearance. They're best used for Rigid dynamic objects. These can move and rotate, but cannot tile or bend, or the same appearance issues will occur. Because of this, world space normal maps are best reserved for static objects like buildings. Doing so will cause them to appear incorrectly. This type is fixed within the world, which means they cannot move, rotate, tile or bend.
#How to make a normal map in zbrush 4 full
They aren't currently used by Unity and only mentioned here to further confuse people.īecause they both use the full spectrum of colors they are: a) Better quality than Tangent Space and b) More limiting than Tangent Space. World Space and Object space normal maps are basically the same thing, depending on how they're used in a game world.
#How to make a normal map in zbrush 4 software
A normal map simply makes the software believe a single polygon is made up from thousands of polygons, but without the processing cost of dealing with so many polys. For example, a smoothing angle of 45 degrees means only polygons that are at a 45 degree or more angle to connected polygons will be smoothed, while all others will remain the same.Ī normal map is a specially treated image that tricks a compatible 3D engine into believing a surface has more normal data than it actually does, and therefore giving the impression of greater detail, or smoother surfaces. The higher the smoothing angle, the more a surface is smoothed. The angle of smoothing is the angle the smoothing will begin to occur between two connected polygons. Because it's a cheat method, the silhouette remains the same. It does this by altering the normal directions of certain vertices to create an average direction between two adjoining polygons to give the impression of a smooth surface when lit. Yes, Smoothing Angles or Groups, is a 'cheat' method which is used to make a surface appear smoother. Each polygon can only face in one direction at a given time. That just confuses people and very few need to know all that until much later.Ī normal is the direction of any polygon surface. It's not a contest to see who can post the most mathematically correct details or bang on about splitting vertices etc. The purpose of this thread is to help out those who are just getting into it, or a little bit lost.