LogoBEN CLOWARD - Technical Artist
  CREATING AND USING NORMAL MAPS - A Tutorial - page 1

Introduction

In the last 10 years or so weíve seen lots of video games released that use low poly count models for the game play and then tell the story using pre-rendered cinematic sequences. The characters in the cinematics always look really nice with lots of detail and realism, but as soon as the game play starts again, the model is back to being low poly and very chunky looking. Wouldnít it be cool if you could make your 1500 poly real-time model look like your 2 million poly cinematic (software rendered) model? That is the main goal of using normal maps. The idea is that you take all of the detail from the high poly model and put it in a normal map. Then you apply the normal map to the low res model just like you would add a texture map. Now you have a low res model that looks a lot like the high res one. Itís not perfect, but itís a pretty good trick that makes low res models look A LOT better than they have before. The aim of this tutorial is to introduce you to creating normal maps and help you understand the principles involved. Because normal mapping is a bit technical in its approach, I want to explain it in such a way as to allow game artists without a lot of technical background to understand the technique and be able to use it.

Before we continue, I would recommend that you download ďPolybump PreviewerĒ from the Crytek web site here. Itís a real-time demo that does a good job of showing off the power of normal maps.

Note:
Iíve learned most of this stuff on my own through research on the Internet and by using trial and error. Iím an artist myself, not a programmer. If you find any information in this tutorial that is just plain wrong or needs some correction or editing, please let me know. Iím no expert and Iím still learning. If you have more information for me (or better information!) please let me know. Iíd love to hear from you. Also, if thereís something in here that I havenít explained very clearly, tell me and Iíll try to provide more details.

How Lighting Works

Before talking about normal maps specifically, itís important that I give a general overview of the process of lighting a 3d model so you can have a good foundation for understanding what the normal maps are doing. This is a very simple explaination. If you want to learn more, just follow the links in the text.

So how does lighting work? How do we tell how dark or bright to make each point on the screen so that the object looks like itís being lit by the lights in the scene? First itís important to know the direction that each point on the surface is facing. The direction that a point on the surface is facing is called a normal. You can imagine a normal as a line extending from the surface point. The line is perpendicular to the surface. Next we need to know where the light is in our scene. We create a line from the point on the surface to the position of the light. This line is called the light vector. (Vector is a fancy math term for line.) So now we have two vectors coming out of our surface point, the light vector and the normal. If we measure the angle between the two lines then we know how to light the point.

Surface Normal and Light Vector

If the angle is small (the two vectors are pointing in a similar direction) then we know that the surface point needs to be bright because itís looking almost straight at the light. If the angle is large then we know that the point needs to be dark because it is facing away from the light (assuming thereís just one light).

A smaller angle between the two vectors means a brighter surface A larger angle between the two vectors means a darker surface

Thatís pretty much all there is to it. (Of course there are all kinds of other cool stuff you can do like specular and reflection, but weíll get into that in another tutorial.) The core mathematical formula for lighting looks like this:

brightness = N dot L

N is the direction that the surface is facing (the surface normal) and L is the line that we draw from the surface point to the light source (the light vector). ďDotĒ is the way we measure the angle between the two lines. Itís a dot product of the two vectors.

So how does this apply to real-time models? On to the next page!

Back     Next

Page 1: Introduction
Page 2: Enter the Normal Map
Page 3: What You'll Need
Page 4: Using Normal Maps for Bump Maps
Page 5: Normal Maps for High Poly Detail
Page 6: Applying Normal Maps to Your Model
Page 7: Additional Tips and Tricks
Page 8: Links to Additional Information


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