by Kali » Mon Nov 21, 2011 9:33 pm
Well, bumpmap ( normal map really ) are easy, you just have to think of them as height data - you don't paint shadows as such, you let the normal map generator do that. First off you need the plugin from nVidia ( which is in the same place you get the dds exporter I think ).
The normal map is mapped the same as the texture it's attached to, thankfully - which is helpful as you can use the texture as a guide then. If we take the side of the SD40 as an example, as you look at the texture imagine the engine is on it's side for the explanation:
* Let's call the body itself the reference height
* Doors are a bit ( quite a lot ) higher than the reference
* Any rust pitting is a bit below the reference
So, when you come to make the source for the normal map:
* Body reference height is 50% grey, so just fill it with that
* Doors are significantly above, so I would probably make white rectangles using the door edges as the rectangle edges
* Rust pitting is a bit below, so just fill the centres of the pits with some sort of mid-dark grey.
* Rivets/protruding panel lines - do the centres in some shade of grey-white
* You can add some sort of gentle pattern fill either side of 50% grey to add some panel warping also
Flatten the image, and run the nVidia normal map plugin: you'll end up with a bright blue layer with the same colour rectangles surrounded by lines of varying shades of red/blue/green. Insert that into the normal map texture & see how it looks, and then just experiment. Technically it works by changing the angle light bounces off parts of the model, the stronger the colour difference from the reference blue, the bigger the angle. You might find you have to use the option to reverse Y values, iirc.
If the doors are in 3d I don't know how much use that will be, but I guess it's worth playing.