'Project Overview'

 
'Making of Varga - Normal Mapping'
by
Paul Tosca


for Red sucker light copy and paste the last effect and change the angle to 180 deg ( light coming from left) and change color to 0 128 128 so it will subtract light/darken only the red channel


for Green normal light paste the same effect but change the angle to 90 deg (light coming from top) and change color for the highlight to 128 255 128 to lighten only the green channel


for Green sucker light paste the same effect but change the angle to -90 deg (light coming from below) and change color for the highlight to 128 0 128 to darken only the green channel




ZBrush_Ancient_Warrior




and finally for the blue channel apply an inner shadow effect , uncheck global lighting , distance 0 , choke 0,set size to whatever you had for the size of the bevel and emboss and set color to 255 255 128 to darken only the blue channel , opacity to 100


The fun part is that now that you have the layer styles in place you can just go and adjust the size in pixels for the effect and play with all the other attributes within bevel and emboss, if you want to "carve" detail you just have to change the direction in the bevel and emboss from up to down for the red and green layer styles, you can blur the selections with gaussian blur to achieve smoother results.You can duplicate this set and alter the attributes again ... and do all kind of crazy stuff, its up to you to experiment.You can even place the layer sets on top of other normal maps and will display ok ( just run nvidia normal map filter with the normalize option on the final texture).

Below i was fooling around for a couple of minutes duplicating the layer set i built earlier filling the layers within the sets with some selections and altering the attributes for the effects, the normals are not 100% accurate as if it was done with real geometry ( because of the rendering done by the bevel and emboss style )but if you set the attributes accordingly you can barely notice it





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