Normal mapping is the technique that can greatly enhance the appearance of low poly model. Left leg has the same polygon counts of the right one.
NormalMapBump is a node implements normal mapping via Maya shading network. It reading tangent space nomal data, transform to camera space and feeds to NormalCamera of a material shader.
It requires the poly tangent and normal data mapped by the tangentMapper plug-in, which is already available on highend3d.
Steps for normal mapping are:
- Create the low poly model and its UV in Maya.
- Export low poly model in .obj format, vertex and UV only, doesn't need to export normals.
- Sculpt the high poly model in ZBruch.
- Export high poly model in .obj format.
- Load low and high poly model into the normal mapper program to calculate the normal texture.
- Type command: "mtorMapPolyTangent polyShapeName" in Maya to create per-vertex tangent and normal variable.
- Create shading network to load the normal texture.
- Done! Add some lighting and do test renders to see the result.
Detailed notes:
https://www.imaginecube.com/normalmapnotes.html
https://zjprogramming.com/html/nmtheory.html
Contact: zhang_mdev@163.com
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