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A normal map is a texture created from an object's texture or original geometry mesh, giving the illusion of complex detail on simple objects. Normal mapping is a technique used for generating fake bumps and dents for use with lighting.[1] It is used to add details without using more polygons.

See also: Normal Map Tutorial (Vehicle)

Components of a Normal Map (Bump Method)Edit

A normal map has a few distinct parts:

  • Positive height (peaks)
  • Negative height (valleys)

These two components are used to add an extra level of detail to a 3D vehicle model. This map is similar to a color map in that it requires a UV mapped object to be applied to.


Positive Height (Bump Method)Edit

Creating bumps or peaks on a vehicle's surface requires a color that is lighter than 50% gray. Adding light areas will create bumps in those areas which will add lighting and reflection effects to simulate the height change. The lighter the area, the higher the bump effect on the specified regions. The highest bump effect is generated with pure white:

Hex: FFFFFF
RGB: 255, 255, 255
HSB: 300, 100, 100


Negative Height (Bump Method)Edit

To create dips or valleys on a vehicle's surface, you must create regions that are darker than 50% gray. The darker the region, the lower the dip. Creating these dips will cause lighting, shadows and reflections to react to the vehicle's surface and height change. The lowest dip effect is created with pure black:

Hex: 000000
RGB: 0, 0, 0
HSB: 0, 0, 0

ReferencesEdit

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