
Uncover the technical basics of normal maps, including what they do and don’t do, common errors, and unwrap tips to debug blemish-free maps.
Explore how normals, vectors, and vertices define a polygon's facing direction, and how a normal map alters shading and lighting through interpellation across pixels.
Explore how a normal map compresses high-poly details onto a low-poly mesh, overriding per-pixel lighting with red, green, and blue channels that encode surface normals.
Normal maps convey surface normals to a low-poly mesh, not depth, and cannot replace geometry; better geometry yields cleaner silhouettes while normals are baked to resemble high-poly detail.
Learn how to place smoothing breaks and create Eubie islands for accurate normal map baking in Modo, following the golden rule of 90-degree edge changes to avoid seams.
Explore how seams form from vertex normals and interpolation, and how separating uv islands with edge padding satisfies the golden rule for smoother normal maps.
Compare cage baking and distance baking for normal maps in Modo; distance baking suits organic shapes, while cage baking provides tweakable control to prevent clipping on hard-surface details.
Explains how inconsistent triangulation of quads into triangles during baking across apps like X normal or substance painter causes normal map artifacts, and shows how controlling topology ensures consistency.
Understand projection errors in normal maps caused by cage interactions with high-poly and low-poly meshes, and prevent artifacts with mesh exploding or material id baking for hammerhead, washer, and bolt.
Discover how floaters add high-poly surface detail without modeling, using a normal map baker to project angle changes onto a low-poly cage while adjusting distance for a watertight result.
Gain low-level understanding of normal maps with Modo and learn the behind-the-scenes details to debug and correct rendering errors.
In Intro to Normal Maps, Warren Marshall will be providing a crash course on normal maps and walking you through the technical know-how to fix commonly encountered errors in your normal maps. Knowing what's going on under the hood will make you a better artist because you'll not just be able to fix errors, but you'll understand why those errors are happening, which is a much stronger position to be in. During this course he'll start at the fundamentals and work our way up to advanced trouble shooting techniques. This will include covering topics such as: What a Normal Is, What a Normal Map Is, What Normal Maps Do and Don't Do, What Causes Seams, and various baking related topics to name a few. We won't cover specific applications or workflows because the idea here is to give you the core knowledge of what a normal map is - specifically, what it's doing for you and what it's not doing for you. Near the end, he'll talk about how to avoid projection error when baking your normal maps and he'll be showing you an easy way to add details to your high poly mesh in the form of floaters. Lots of great introductory content here, so don't miss out!
More about the Instructor:
Warren Marshall has been making games professionally for almost 20 years. He's worked at Epic Games for the bulk of that time doing everything from level design to programming to environment art. He's since taken up freelancing and has been spending the last few years working on a wide variety of fun projects.