chrisholden.net

Tutorials

1: Modeling and Detail
2: UV and Texturing
3: Normal Mapping


 Basics of Maya

Shotgun Shell Normal Mapping



1. Be sure your Transfer Surface Information is loaded. This is required to generate the normal map.
Window > settings/Preferences > Plug-in Manager
TransferSurfaceInfo.mll loaded and auto load check boxes are checked
 


2. Make a low end version of the shotgun shell. This is basically the same as the first step in this tutorial. The UVs of the high detail mesh are not important.
 


3. Press F5 to switch menu > Lighting/Shading > option box for Transfer Surface Information. Here were my settings:
 


4. Make sure Hypershade looks like this. Show Top and Bottom Tabs (double boxes on the right) will split the window as shown. Select the material with the texture and press Input and Output Connections (double arrows in the box near the center) to show the material connections in the bottom tab.
 


5. Go to the Textures tab, middle click drag and drop the normal map on the material (sphere). An options menu will pop up, pick Other. This brings up the Connection Editor. Select Out Color then Normal Camera.
 


6. Make sure Hypershade looks like this. Show Top and Bottom Tabs (double boxes on the right) will split the window as shown. Select the material with the texture and press Input and Output Connections (double arrows in the box near the center) to show the material connections in the bottom tab.
 


7. From your view port menu Shading > High Quality Rendering. If you don't see this menu, Shift+m turn the menu on or off. Turning on High Quality Rendering should make your normal map visible in the view port. I suggest creating a point light to move around and test the effectiveness of the normal map. Sometimes they can be sharpened in spots to improve strength.
 


I particularly like this angle because of the the blue and orange lighting from opposite directions make all the small edges pop.
 


end.
Back to Beginning: Modeling and Detail