Normalmap - isgallagher/DpOmnicide GitHub Wiki

![150px|thumb|Normalmap for a bowl model](https://raw.githubusercontent.com/wiki/isgallagher/DpOmnicideFile:Normalmap bowl.jpg) 150px|thumb|Heightmap for parallax mapping

Normal maps are images that store per-pixel surface normals directly in the RGB values of an image. Properly done normalmaps can dramatically increase object detalisation without adding more polygons.

Therefore, normalmaps have a bunch fo limits and quirks:

  • Tangentspace normalmap is based on vertex normals, if vertex normals is adjusted, normalmap is outdated.
  • There is DirectX and OpenGL normalmap format, should figure out what format tool is producing and fix normalmap if it doesnt fit.
  • UV seams and 'hard edges' produced by vertex normals is tricky.
  • Normalmappers have a couple of quirks (aliasing, noise).

'''Recommended articles on normalmaps:'''

  • [http://wiki.polycount.com/NormalMap/ Polycount Wiki]
  • [http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html Normalmaps for the Technical Game Modeler]

In Darkplaces engine, normalmaps are:

  • Tangent-space RGB
  • OpenGL-oriented (X stores horizontal, Y vertical)
  • Optionally can store alpha component which represents height that will be used for parallax mapping.
  • Compressed to DXT1 (if not alpha) or DXT5

== See also ==

Category:Glossary {{finished}}