Hello!In general, the task of normal mapping is to unload the model. Initially, normal mapping is like the gaming industry. More precisely, it is used in interactive realtime 3d engines, which are very critical for the number of polygons in models.In short, first a complex HIGH-Poly model is modeled with all the small details, without any savings on the polygons. Then, from this model, or on top of it, a LOW-Poly model with a minimum number of polygons is created. After that, these models are combined, and the normals of the high-poly model are projected onto a low-poly model, using the baking function in the texture.So get a normal map. In fact, Normal Map is a texture, where the colors indicate the directions of normal polygons. Further, it is superimposed on the same low-poly model and, in rendering, it looks detailed. Unlike the real high-resolution model, on a low-polygonal model with a normal map, small parts are made not by polygons, but simply by shading. Simply put, the light incident on the model is corrected by this card.This allows you to unload the game scene and increase the performance of the game engine. Now back to your situation. To get the Normal Bump (it's the Normal Map) of the brickwork, you need to model the brick wall with geometry, making each brick in volume and taking into account the peculiarities of this particular map. Then bake the normal map on the plane. And after that, render. Then you will get a brick-like look about the same as the one from which you rendered the texture.And now the main question. What for? Why do you need to make a high-poly model, render a normal map from it, and then superimpose it on a low-poly model. What is the point? It's easier to make all the geometry, every brick.The only exception is the tailless texture, when you, after making 5 bricks, and having obtained the corresponding normal map, apply it to the whole wall and get a thousand bricks.Now you are trying to create a Normal Map in Photoshop, which, in general, is impossible. Unless, if you in mind will keep correspondence RGB channels with properties of normals😁The option to bookmark the Diffuse card in the slot normal bump - we will not discuss. I think you already guessed why ...Concerning the creation of the Normal Map from Diffuse, that is, different automatic texture generators. For example, they know how to make a Bump, Displace and the same Normal Map based on the Diffuse texture. But they do it so clumsily, how clumsy it can make an automaton without understanding the essence of the object depicted in Diffuse.So they should not be discussed either.As a summary, for a photorealistic static rendering (not animation and not interactive), the normal bump is extremely useful. Therefore, I advise you not to bother with the normal bump on statics😉
No, zibrash you have nothing fundamentally new, Normal bump does not provide in the plan. Better to just do everything in max just geometry. And where it is very difficult, that there is to think about the proxy or of the normal bump to unload scene from landfills. At least in the viewport. Incidentally Normal bump, though, and is called a bump, but for good effect, for the volume, as it was mentioned in the post above and the links it should be used not as a Bump and Displacement. A displesment - this generation of geometry that gently rolls back in the direction of the proxy (the Proxy) , a better option than fuss with Normal Map.
Thanks Usco! Pts helped, although I would like to know if it's right to do normal bump, because I did a little differently, and there were some questions:1) I create two chamferboxes: one highly polygonal, the other low polygonal:
2) squeezed out on a high polygonal pattern of half-rags3) combined a high-poly part and a low-poly4) clicked render to texrure (button 0) selected a low polygon chamferbox and pressed pick selected a high-polygonal base as a texture for roasting, clicked the "projection mapping"Here sdes there is a question, that designates a mapping mappingininats tab, there can be who knows, tell please why except chanel 1 if to choose opposite object, the texture subsequently badly to lay down, and that means sub-object and whether it is connected as with anti-aliasing groups ? If anyone knows =)5) increased the area of the framing grid for baking so that all high-poly model was stacked in the normal bump map on a low polygon in the projection settings -> cage6) in the settings of the output rollout I click add I select vraynormalsMap, I tried to select VrayBumpNormalsMap why it does not work, by the way, does not know who the real why? So many in the tutorials choose vraycomplitemap, also do not know what kind of an animal it is?7) I specify where and under what name our normal bump map will be stored, click on the button next to file name and tipe8) the remaining settings at the bottom render to textue:9) I press Unwrap Only, although it is possible to press render at once, but then the scan will be automatic, although I pressed Unwrap Only and did not change the scan.10) I click Render11) I apply the vraymtl material to our chambersbox by inserting into the dump a map of our normal bump12) final rendering
That's all =)If anyone knows if I'm doing the right thing, maybe something can be done better? Or are you doing another?
If you try to understand the normal maps, namely that it is only a method of recording information about the items made projection High-Poly version of 3d models for its Low-Poly option, the desire to talk about the creation of a "normal" card in Photoshop you should fall . At least if you are guided by common sense. Of course, realizing color coding normal maps can be in any 2D editor feykovye paint on parts, but it's really very simple forms. For example, as a bulge downlight Example 3dSTart.
R3 Zbrush3.5: the Normal the Map Extraction from peteando on Vimeo .