a) 4. 2 Normal Mapped License Plates
Step-by-step By Terry Sloman
Last updated
Was this helpful?
Step-by-step By Terry Sloman
Last updated
Was this helpful?
This is a topic I have recently been experimenting with and I have been having some pretty good results. In this guide I will describe to you how I create the license plates that you will see on most/all of my models. This is not the only way to do this however this is how I achieve my results. Many license plates in the world are not just a sheet of metal/plastic with a flat decal printed on them, many have the numbers/letters pressed into them, making them one of a kind and adding some depth to them.
This is done with the vanilla license plates in GTA V but here I will tell you how you can achieve a similar look with whatever license plate you wish.
Step 1 - Diffuse Map
1.0) You will need to create the actual license plate texture that will be displayed in-game. This can be done using references from a real life plate or you can create your own design. When creating a real life plate, I recommend finding a picture of one that is as face on as possible. Using this image you can then trace the details of that plate using the pen tool.
1.1) I recommend having any parts that you wish to be normal mapped separate from the rest of the plate as you will need to make duplicates of these parts later in this guide.
1.2) Group all of the parts that are used for the Diffuse Map.
Step 2 - Height Map
2.0) Make a duplicate of the Diffuse Map group created in 1.2).
2.1) Delete all unnecessary parts while keeping the background and anything you wish to be normal mapped.
2.2) Set the background to be white and the parts you wish to normal map, black.
If you are familiar with Height maps you may be confused however I want you to trust the process
2.3) Add a black outer glow to the parts you wish to have curved edges, this is typically done on the numbers and any text on metal plates. Ensure that the blend mode is set to "Normal", not "Screen". I have found the best results when the Opacity = 100%, Noise = 0%, Range = 60% and Jitter = 0%. Both sliders in the "Elements" section will vary from plate-to-plate.
2.4) Save the height map.
Step 3 - Normal Map
3.1) Shown in the 2nd box will be the normal map that has been generated using your height map. If this doesn't look how you wish you may need to edit the height map or play with the sliders on the normal map generator.
Do not tick the Height box! Your normal map will and should look backwards, this is normal and how it needs to be!
3.2) Once you are happy with the normal map being shown, download it. You can test this in Zmodeler, here the normal map should be displayed in the correct direction. This is how it will be displayed in game due to how GTA V is made.
Step 4 - Housekeeping 4.0) Once you are happy with both the diffuse map and normal map, resize your textures so that they are square, i.e. 256x256, 512x512, 1024x1024 etc. This will allow for mipmaps to be used. Ensure that the mipmaps are set as high as possible in OpenIV so that the textures don't get super pixelated when you move away from the plate.
3.0) Photoshop used to have a feature to generate normal maps however adobe have been phasing out that feature with recent updates. I now use to generate my normal maps. Drag and drop the heightmap you created in Step 2 into the first of the 3 boxes.