Keep up-to-date with Free tutorials!!

 

Sign up to our bi-weekly newsletter today for the latest tutorials, interviews and product information.

 

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

3DTotal.com logo
 
Shop
Tutorials
Textures
Galleries
Forums
Submit
 
submit tutorial
1 | 2 | 3 | 4 | 5 | 6
Creating Next-Gen Environment Textures using Total Textures

By Daniel Vijoi
Web: Open Site
| Your Rating:
starstarstarstarstar
(5 Votes)
| 30293 Views
| 0 Comments
| Comments 0
Date Added: 9th December 2009
Software used:
Photoshop, Maya

This is the second diffuse texture, with the tiling areas also marked out (Fig.21).

1107_tid_22_Height-map-01.jpg
Fig. 21

The next major step to be taken is creating the normal map. First thing to do is create a height map from the diffuse map we already created. This is by no means realised by just de-saturating the colour texture and running a filter; there is more to it than that. A close study of the volumes defined by the colour texture is necessary. We start by isolating large volumes like door frames, window frames and large grills. Finer details like wood fibre, rust, or chipped paint, which do not have a lot of volume associated to them, should be kept separate so that they do not compete with the large details when converting the height map to normal map. Doing so will result in a final texture that is unnatural and cartoony.

Here's how the height map looks (Fig.22). Basically it's a greyscale map that defines the depth of each detail. Contrast is very important as it is the element that will add depth to the resulting normal map.

1107_tid_23_Normal-map-01.jpg
Fig. 22

This is how the resulting normal map looks after using the nVidia Normal Map Filter on the previously created height map (Fig.23). You can also use Crazybump or Xnormal for the same purpose. This normal map can be further enhanced in Photoshop before being used. If some details need to be more pronounced, they can be duplicated on the normal map and the resulting layer can be set to Overlay. This will increase the depth of that area.

1107_tid_24_Height-map-&-Normal-map-02.jpg
Fig. 23

The same method has been used for the second texture. Here is the height map and the normal map for that texture in one image (Fig.24).

1107_tid_25_Useful-textures.jpg
Fig. 24


For some areas I have also added normal map details that were not taken from the diffuse map. Here are a few such details that have been added to the previous normal maps with Overlay to add variation to them (Fig.25).

1107_tid_26_Specular-map-01.jpg
Fig. 25



 
1 | 2 | 3 | 4 | 5 | 6
Related Tutorials

Tutorial

Making Of 'Urban Environment'



Keywords: scene, street, urban, environment, road,

Go to tutorial
starstarstarstarstar (8)
Comments 2 Views 36420
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment