There is also another approach to creating normal maps, using a
detailed,  high polygon count model of the object, from which you
extract the normals and map them to the low polygon object which is used
in the game.

A nice tutorial for blender can be found here :

http://blenderartists.org/forum/showthread.php?t=138194


These are very generic instructions for normal map baking, I didn't try
the FG shader yet, so I presume this may need some tweaking, specially
regarding the normal space to be used.

See        
http://wiki.blender.org/index.php/Doc:Manual/Render/Bake          for
more details about normal space.


This normal map shader work will be a huge step ahead for image quality
in FG, congratulations !


On 14/03/2010 15:38, Frederic Bouvier wrote:
> Hi Erik,
>
> Le 14/03/2010 15:13, Erik Hofman a écrit :
>   
>> Heiko Schulz wrote:
>>   
>>     
>>> Now I have to learn to make normalmaps! :-)
>>>     
>>>       
>> I've updated the normalmap utility in FlightGear/utils/Modeller to 
>> reflect the output of the following tutorial:
>> http://www.katsbits.com/htm/tutorials/creating_bumpmaps_from_images.htm
>>
>> It's not a one size fits all solution but might be a decent start for 
>> aircraft relief maps.
>>
>> Unfortunately at this point the utility only accepts rgb files for input 
>> and output.
>>   
>>     
> There is a very good Gimp plugin that has a 3D preview, support relief
> maps and works under Windows : http://registry.gimp.org/node/69
> Of course, source code is also available for Linux and Mac.
>
> I also found a tutorial here :
> http://developer.valvesoftware.com/wiki/Normal_Map_Creation_in_The_GIMP
>
> -Fred
>
>   


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