In video games, resources are always on a tight budget. Normal mapping allows the artist to achieve the look of a highly detailed model, while still using a very low triangle count and relatively small texture sizes.
In this tutorial, Racer445 will cover the basics of how to create a normal map, how the technology works, how to setup your UVs, the baking process itself, fixing errors, adding final details in photoshop, and common misconceptions.
The software used will be 3ds Max and Photoshop, but the concepts and theories can be applied to any software that supports normal map baking.
Note: click the 'Monitor' icon to view tutorial in full-screen HD.
Hello, I am Racer445, a self taught hard surface and weapon artist from the east coast of the United States. I have been working with computer graphics programs since 2006 and have been working on a career in the field since mid 2008. I am dedicated to my profession and am experienced with 3D Studio Max, Photoshop, and Mudbox.