Here’s the result of my weekend project (that didn’t take all weekend to complete ;)). This is my try at making some realistic looking rocks in Blender. 100% Blender internal render, no composition nodes and no post editing.
I made the stone texture myself by photographing tree bark and then bringing it into the GIMP and adjusting color and brightness/contrast levels.
Here’s my steps on making the normal map (very easy process for making basic, bumpy, small detail normal maps in general):
Step 1: Duplicate the stone object.
Step 2: Subdivide 2 times (or how ever many you want to get the detail; you can also use multires)
Step 3: Deselect all and be sure to be in vertex select mode.
Step 4: Go Spacebar>Select>Random…>Percentage:50>OK.
Step 5: Turn on Proportional Vertex Editing and set to “Random” falloff.
Step 6: Hit SKEY to scale. Your computer might freeze up if there are to many vertices so be warned. (mine froze for a few seconds, then it was ok)
Step 7: Create your normal map from this object (“Selected to Active” obviously)
I hope someone can use these steps to create an easy normal map
Haha my grass is not that great…just flat polys with twoside UV texture…grass could be better but that’s not the focus of this scene.
C&C?