ببین رفیق، برای چیزی مثل کولر، نرمال مپ کاربرد نداره، معمولا یا از تکسچر استفاده میشه یا مدل میشه.
نرمال مپ معمولا برای پستی و بلندی های جزئی بکار میره، مثلا ناهمواری های بدنه یه جسم سفالی که لعاب نخورده باشه. یا فرشها و موکتها، یا پوست کیوی، یا انعکاسهای ناخن و این حرفا...
در واقع یه فرق مهم هم بین نرمال مپ و بامپ مپ وجود داره که حتما باید بهش توجه کنید:
https://skydrive.live.com/redir?resid=6D7B572F0E7DEFED!116&authkey=!AHVgzEX5hX7hS-Q
من نمیدونم داخل کولر نرمال مپ چیکار میتونه انجام بده.
اما به هر صورت برای گذاشتن نرمال مپ:
دقیقا مسیر ساختن بامپ مپ رو برید.
یعنی داخل Attribute Editor ، متریال رو انتخاب کنید و داخل تنظیماتش روی صفحه شطرنج کنار Bump Mapping کلیک و تکسچر رو انتخاب کنید.
ولی داخل تب Bump2d برید زیر گروه اول اونجا منوی جلوی Use As، اولی ماله بامپه، دومی و سومی مال نرمال.
اینم اطلاعاتی بیشتر از علم بنده:
There are two types of normal maps, object space and tangent space:
Object space maps : These are used for nondeforming objects, such as walls, spaceships,
trash cans, and the like. They are calculated based on the local object space of the object. Up
in object space means toward the top of the object. If the object is rotated upside down in
world space, the top is still the top—so a robot’s head is still the top of the object in object
space even if it’s hanging upside down.
Tangent space maps: These are used for deforming objects, such as characters. Tangent
space maps record the normal’s vector relative to the object’s surface. In tangent space, up
means up away from the surface of the object. Tangent space maps appear more blue and
purple since the direction in which the normal is being bent is always relative to the surface
along the tangent space z-axis. The z-axis corresponds with the blue channel (XYZ = RGB).
Object space maps, on the other hand, have more variation in color.
In practice, most artists use tangent space maps for everything. In fact, prior to Maya 2008,
tangent space maps were the only type of normal maps that Maya supported. Tangent space
maps actually work well for both deforming and nondeforming objects.
The most common way to create a normal map is to use a high-resolution, detailed version
of the model as the source of the normal map and a low-resolution version of the model as the
target for the map. The difference between the two surfaces is recorded in the colors of the map,
which is then used to alter the appearance of the low-resolution model. This is a typical process
when creating models for games where low-resolution models are required by the real-time rendering
engine but the audience demands realistically detailed objects.