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Heightmap Based Normals

Way Back in 2008 we did not have Substance Designer so us artist had to come up with creative ways to get the Normal Map results we wanted. I took to generating Normal Maps in CrazyBump based off of heightmaps I would create. The following is a dated process but a fun exercise into the lengths we would go to get the needed results.

Finished Result to be fed into CrazyBump
This result was created with the four following maps blended in Photoshop.

Finished Result to be fed into CrazyBump
This result was created with the four following maps blended in Photoshop.

A Normal Map was generated from the Diffuse Map.  This is the Blue Channel extracted.

A Normal Map was generated from the Diffuse Map. This is the Blue Channel extracted.

A Normal Map was generated from the Diffuse Map.  This is the Red Channel extracted and brightness/contrast adjusted.

A Normal Map was generated from the Diffuse Map. This is the Red Channel extracted and brightness/contrast adjusted.

Used to provide the general shape, depth and bevel of the result.

Used to provide the general shape, depth and bevel of the result.

Cloud generation used to give some noise and add to the result from various angles.  The seams were cut out so that they would remain level.

Cloud generation used to give some noise and add to the result from various angles. The seams were cut out so that they would remain level.