Message edited by: ket 04/15/2012 15:10:33
How To: Make bump maps in SoC
This is something that keeps popping up lately so I figured I would give people a very straightforward way to making bump maps.
What you will need:
nvidia DDS plugin for photoshop
1. Open normal texture in Photoshop
2. Filter > NVIDIA Tools > Normal Map Filter
3. Height Generation: 9x9, Height Source: Average RGB, 3D View: Animate Light, Alpha Field: 1.0. Click OK.
4. Save texture as DXT5NM
5. Open texture in Paint.net
6. Adjustments > Invert Colours
7. Save texture as texturename_bump#
8. Adjustments > Levels, deselct Red & Blue channels, move slider all the way to the top
9. Select Blue channel, input 0.55 into Output Gamma field
10. Adjustments > Hue / Saturation, increase saturation to 155
11. Save texture as texturename_bump in DXT5
Its really that easy. Do note all of those steps you can do in Photoshop but I've found it faster to use paint.net for some of the steps as its a lot faster at saving DDS files than the nvidia plugin is.
I share a bump mapping tutorial in pdf form, 74 pages with 74 pictures... but the explanations are in russian. I couldn't find the english version, it was deleted during the fbi rampage on the internet.
Heres a copy/paste from the tutorial I just wrote.
What you will need:
Photoshop with nvidia DDS plugin
Gimp 2.6 with DDS plugin
You can make bump maps by only using one of the above applications but for the sake of ease and speed I recommend a combination of Photoshop and Paint.net.
Open your texture in Photoshop, then go to Filter>Nvidia Tools> Normal Map Filter
Next, in the Nvidia Normal Map Filter window make sure the following options are selected;
Height Generation: 9x9
Height Source: Average RGB
3D View Options: Animate Light
Alpha Field: Set to 1.0
The Scale field in the Height Generation box-out is for the level of bump detail, generally 3 is best.
Now save the texture as DXT5NM.
Open your texture in Paint.net;
Save texture as texturename_bump# as DXT5
In the Levels window deselect the red and blue channels and move the slider in the Output Field all the way to the top. Now select the blue channel and in the Gamma Field (middle box) input a value of 0.55. Finally, the very bottom slider in the Output Field adjust until the value in the bottom box is 128.
Move the saturation slider all the way to 200. Now save as texturename_bump in DXT5. Thats it! You have just successfully created a bump map for your texture!