

This technique is extra useful when dealing with clothes so they don’t look horrible. It gives a lot of detail to the model’s face. In practice on a model, the base texture is going to change like that. Next, change normal map’s the layer mode to soft light and you’ll have only the details applied to the base texture. It’s a necessary step, we don’t want a colored details messing up the texture. You’re going to select the normal map layer and decrease its saturation to black and white. In green, we have the base texture orange is the normal map. I’m not going to show them here because they’re from a game. You’ll open the base texture and paste the normal map over it. I use GIMP because it’s free, open source and low-end friendly. For this, we’ll need a photo editing software. What we’re going to do here is to add that texture to the base texture. Normally, they’re added to the texture in the 3D software. Or if you want to simply keep your normals while playing with other shaders.įirst of all, we need to spot the normal map in the model’s files. With that in mind, I developed a lifesaving technique for those with weaker hardwares. However, not every shader has normal map support, plus a low-end user can’t have it without heavily (CPU) shading the model. It’s an “improved” bump map, which simulates bumps and wrinkles on the object’s surface.Įveryone knows MMD doesn’t support native bump or normal mapping, meaning the user only achieves it by using a shader and applying the texture as spa. In 3D, a normal map is a texture mapping technique very useful for adding details to meshes without using more polygons. I’ll focus on game ports, since they need it the most. In this tutorial, I’ll show you how to improve textures with a normals-on-texture technique I’ve developed.
