Creating Normal Maps with Lightwave 3D : Layout

Setup Scene for rendering Maps

In this part of tutorial i will explain how to create Normal, Color and Spcular Map with using Surface Baker.

We steal in modeler!

Save models (File > Save Object) and send them to Layout.

Lightwave 3D Layout will be automactly open with your models.

Switch view from Perspective to Camera View
Select Current Item (Head:Layer1) and set X position of model to -300mm, then
(Head:Layer2) X position to 300mm.

Layout scene.


Creating Normal Map with Bump Texture Layer


Im not good in texturing high polygon UVmaps or with Procedural Textures, so i will use one of Rock Surface form very cool site Impact3D. On this site you can find bunch of high quality Surface Textures.

>>>> No mater if you using UVmap textures or Procedural Textures, save your Surface befour you continue working. You will need to delete some texture parts and load them back again. <<<<

Open Surface Editor (F5) and select High Polygon Surface (Rock).
Remove all texture ecept Bump.

Surface Editor.

Click on Shaders and add (BumpMapCreate, NormalMapColor)

Surface Editor.

Double click on Surface baker and set those propertys:

Surface Baker.

Close Surface Baker and Surface Editor and hit F9 to render Normal Map.

Normal Map Image.

Now we have good looking Normal Map! Only two more Color and Specular.

Creating Color Map

This Map is easiest to create. Berfour everything we must load our Surfaces, so we could have all Textures back.

Open Surface Editor (F5) and leave everything on default.

Surface Editor.

Click on Shaders and add Surface Baker.

Surface Editor.

Double click on Surface Baker and set those propertys:
Surface Baker.

Close Surface Baker and Surface Editor and hit F9 to render Color Map.

Color Map Image.
 
Only one more!

Creating Specular Map

For this Map we will play with Color Texture in Texture Editor. Once again we will load Surfaces.

Open Surface Editor (F5) and Remove only Color Texture.
Set Texture Color to Black.

Surface Editor.

Click on Specularity Texture and copy all Layers.

Texture Editor.

Click on Use Texture.
Click on Color Texture and paste Layers.

Texture Editor.

Click on Use Texture.
Click on Shaders and add Surface Baker.

Texture Editor.

Double click Surface Baker and set those propertys:
Surface Editor.

Close Surface Baker and Surface Editor and hit F9 to render Specular Map.

Specular Map Image.

Now we have all three Map: Normal, Color and Specular. Lets do last render.

Last render

Open Surface Editor (F5) and select Low Polygon Surface (Normal)
Click on Color Texture and set those propertys:
Texture Editor.

Click Use Texture.

Click Specular Texture and set those propertys:
Texture Editor.

Click Use texture.

Click on Shaders and add NormalMapShader.

Surface Editor.

Double Click NormalMapShader

You will notice that is Texture Editor only with parameters for NormalMap.

In Texture Editor set those propertys:
Normal Map Texture Editor.

Close Texture Editor and Surface Editor.

Set Camera (C) Properties (p) Resolution to SVGA(800x600) and Antialiasing to Enhanced Extreme.

Camera Properties.

Close Camera Properties and press F9 to render your low polygon model with Normal Map.

Final render.
 Left side High polygon model right side low polygon model with Normal Map.

Final render looks good. Bumps are little to strong and ears part are not so good but its looks better then with only color map.

If you have any questions, comments, critics.... about tutorials fell free to contact me on tomz3d@bizhat.com or post it in my forum.



Go to privies part of tutorial : Modeler