TUTORIAL: Combining Diffuse & Normal maps in Photoshop
Posted: Fri Jun 03, 2022 10:03 pm
Combining normal & diffuse textures can produce better looking textures by adding highlights and shadows, which give the textures a sense of depth. Here are the source images so you can try this at home:
Once you become familiar with the process, I highly recommend automating as many steps as possible using Photoshop Actions (macros). This will reduce errors and save lots of time if you're processing a lot of images.
STEPS
1.
Open the normal and diffuse textures in Photoshop. Make sure they are the same resolution
2.
Go to the normal map (pink & blue texture), Ctrl + A to select all and Ctrl + C to copy
3.
Go to the diffuse texture, Ctrl + V to paste the normal layer on top of the diffuse texture
4.
(Here you can start recording a Photoshop Action, call it 'Highlights')
In the Layers window, select the Channels tab
Click on the Red channel, hit Crtl + I to invert Now click on the Green Channel, hit Ctrl + I to invert Click on the RGB channel so all channels are displaying
Click on the Layers tab
5.
From the menu select -> Image -> Adjustments -> Channel Mixer
Check the 'Monochrome' checkbox and set the Red/Green/Blue values to 50/50/0
Click OK. The normal map will now be in grayscale.
6.
From the menu select -> Image -> Adjustments -> Auto Contrast
Or hit Alt + Shft + Crtl + L
7.
Duplicate the layer. This duplicate (Layer 1 copy) will be your Highlight Layer. Rename the layer to 'Highlights' if you wish
8.
From the menu select -> Image -> Adjustments -> Levels And change the Input Levels to 0, 1.0, 128
9.
Set this layer's blending mode to Linear Dodge (Add) (Here is where you stop recording 'Highlights')
Hide this layer for now
10.
Select the other black & white layer, this will be your Shadows layer. Rename the layer to 'Shadows' if you wish
(Here you can create a Photoshop Action, call it 'Shadows')
10.
From the menu select -> Image -> Adjustments -> Levels
And change the Input Levels to 128, 1.0, 255
11.
Set the Shadow layer's blending mode to Overlay
(Here is where you stop recording 'Shadows')
12.
Unhide the Highlights layer. It should be looking pretty good now.
From here you can make any final adjustments before exporting the image.
I created Photoshop actions for each of these so I can perform them in one click
Photoshop Actions are your friend. Its worth your time to learn them if you plan on working on a lot of texture files.
13.
Sometimes I will add a little color saturation, hit Ctrl + U
Saturation +10%
14.
Or slightly increase/decrease brightness
From the menu select -> Image -> Adjustments -> Brightness/Contrast
Brightness +/-15%
15.
On the Diffuse layer i like to add a small amount of noise
From the menu select -> Filter -> Noise -> Add Noise
(Amount 0.7%, Uniform, Monochromatic)
16.
Then I apply a subtle sharpening
From the menu select -> Filter -> Sharpen -> Smart Sharpen
(Amount: 50%, radius 1px, reduce noise 0, Gaussian Blur)
17.
If the images is large, I will flatten and resize
From the menu select -> Image -> Layer -> Flatten Image
Ctrl + Alt + I
Resize to 256x256, or to whatever your needs are.
18.
I take one final look at the texture. Sometimes I will do the noise + sharpening steps one more time to add a little 'grit' to the texture. The final product:
19.
Then save the texure to whatever format you prefer before importing into UnrealEd
I highly recommend using .tga in concert with Bright183 to batch process all textures to foolproof .pcx files.
ADDITIONAL NOTE: Sometimes artists generate normal maps differently. You may end up with a final texture where the shadows seem reversed, like in the PK01 texure set by PhilipK. If this is the case start back at step 4, and do not invert the green channel. If the result doesn't look right, go back to step 4 and don't invert the red channel. If your processed texture still doesn't look right, go back and don't invert either channel.
Once you become familiar with the process, I highly recommend automating as many steps as possible using Photoshop Actions (macros). This will reduce errors and save lots of time if you're processing a lot of images.
STEPS
1.
Open the normal and diffuse textures in Photoshop. Make sure they are the same resolution
2.
Go to the normal map (pink & blue texture), Ctrl + A to select all and Ctrl + C to copy
3.
Go to the diffuse texture, Ctrl + V to paste the normal layer on top of the diffuse texture
4.
(Here you can start recording a Photoshop Action, call it 'Highlights')
In the Layers window, select the Channels tab
Click on the Red channel, hit Crtl + I to invert Now click on the Green Channel, hit Ctrl + I to invert Click on the RGB channel so all channels are displaying
Click on the Layers tab
5.
From the menu select -> Image -> Adjustments -> Channel Mixer
Check the 'Monochrome' checkbox and set the Red/Green/Blue values to 50/50/0
Click OK. The normal map will now be in grayscale.
6.
From the menu select -> Image -> Adjustments -> Auto Contrast
Or hit Alt + Shft + Crtl + L
7.
Duplicate the layer. This duplicate (Layer 1 copy) will be your Highlight Layer. Rename the layer to 'Highlights' if you wish
8.
From the menu select -> Image -> Adjustments -> Levels And change the Input Levels to 0, 1.0, 128
9.
Set this layer's blending mode to Linear Dodge (Add) (Here is where you stop recording 'Highlights')
Hide this layer for now
10.
Select the other black & white layer, this will be your Shadows layer. Rename the layer to 'Shadows' if you wish
(Here you can create a Photoshop Action, call it 'Shadows')
10.
From the menu select -> Image -> Adjustments -> Levels
And change the Input Levels to 128, 1.0, 255
11.
Set the Shadow layer's blending mode to Overlay
(Here is where you stop recording 'Shadows')
12.
Unhide the Highlights layer. It should be looking pretty good now.
From here you can make any final adjustments before exporting the image.
I created Photoshop actions for each of these so I can perform them in one click
Photoshop Actions are your friend. Its worth your time to learn them if you plan on working on a lot of texture files.
13.
Sometimes I will add a little color saturation, hit Ctrl + U
Saturation +10%
14.
Or slightly increase/decrease brightness
From the menu select -> Image -> Adjustments -> Brightness/Contrast
Brightness +/-15%
15.
On the Diffuse layer i like to add a small amount of noise
From the menu select -> Filter -> Noise -> Add Noise
(Amount 0.7%, Uniform, Monochromatic)
16.
Then I apply a subtle sharpening
From the menu select -> Filter -> Sharpen -> Smart Sharpen
(Amount: 50%, radius 1px, reduce noise 0, Gaussian Blur)
17.
If the images is large, I will flatten and resize
From the menu select -> Image -> Layer -> Flatten Image
Ctrl + Alt + I
Resize to 256x256, or to whatever your needs are.
18.
I take one final look at the texture. Sometimes I will do the noise + sharpening steps one more time to add a little 'grit' to the texture. The final product:
19.
Then save the texure to whatever format you prefer before importing into UnrealEd
I highly recommend using .tga in concert with Bright183 to batch process all textures to foolproof .pcx files.
ADDITIONAL NOTE: Sometimes artists generate normal maps differently. You may end up with a final texture where the shadows seem reversed, like in the PK01 texure set by PhilipK. If this is the case start back at step 4, and do not invert the green channel. If the result doesn't look right, go back to step 4 and don't invert the red channel. If your processed texture still doesn't look right, go back and don't invert either channel.