330 chapter 9 ■ Normal Maps, Displacement Maps, Maya, and Decimation Master
A normal map is an RGB image file. Each
channel of the map (R, G, and B) represents one
of the three axes (x, y, and z). In Figure 9.54 the
individual channels of a normal map have been
isolated to help illustrate this. The Red, or R,
channel represents the surface lit from the right;
the G channel represents light from above,
or the Y direction; and B is light shining down
the z-axis.
Rendering Normal Maps in Maya
In this section we’ll generate a normal map in
ZBrush. You have already seen how to gener-
ate normal maps in ZBrush. Now we will look
at the process in a little more depth, including
how to export the map alone. We’ll then move
to Maya where we’ll set up shaders and render
the normal map (Figure 9.55).
Figure 9.55 The normal map displaying on the character in Maya’s viewport
red green blue
Figure 9.54 The individual channels of a normal map