Project Description


Title: Crazy Bump Normal Maps in Unity 3d
Platform: Unity Tutorial
Length: 11:59
Difficulty: Beginner

In this Xenosmash unity tutorial we will once again be creating normal maps for use in our scenes but this time we will be creating them using a program called Crazy Bump. The beta version for Mac is used in this tutorial (which is free at the moment). Crazy bump is available for PC and Mac at

Textures can be found at

hello everyone welcome to xenosmash unity tutorial today’s tour going to be going over how to create normal maps once again but this time we’re going to be using a program called crazy bump crazy bump is a very powerful program for creating all sorts of maps including normal maps displacement map seclusion maps and diffuse maps and it will give you much more control over the fine details of these maps so let’s get started alright so let’s get started as you can see from my scene here I’ve we had a few walls added and a plane here for our floor also included a sphere and a couple of . lights for our shininess of our specularity maps so now that we’ve done that let’s go ahead and open up crazy bump and you can download crazy bump for free for mac and pc let’s go ahead and open it up and I’m gonna go down to this open folder and click open photograph from file will be using a couple texture that I download from cg texture . com i’m going to be using the floors regular and brickell drownded and start off with the floors regular and click open it’s going to go ahead and load it up all right when you first load up a texture it’s gonna ask you which shape you want to use now for both these look very similar but you want to make sure that the white parts are actually the raised areas and the darker parts are the lower areas so if you have a brick wall that has a bunch of dark areas where the brakes are at that means those brakes are going to be recessed into the wall you want to make sure that you don’t check that map so these look both pretty good i’m going to go with this one and now when you open it up you get a live preview over here on side and you can zoom in on it looking really close you can use the right-click to move the light around you can use left click to move the actual sphere around so this gives you a life preview so any changes you make what should be instantly added here and over here is where you actually make your changes you can see here let’s move this over a bit I have my different tabs for my different maps the only one we’re going to be working with is the actual normals map but we’ll go ahead and look over the other maps as well and move this off to the side a bit alright so right here intensity if you adjust this up a bit more can see that it actually increases the depth of little ridges between here and I’m gonna leave it up to 99 so we can add some really nice depth to our texture here you have all your different primers here you have your very large detail which is kind of and soften the larger part of your texture so I don’t have them now you can see that the little grace Roxy got a little bit rounded or decreases we can see the effect a little sharper I’m going to bring this up a bit 71 and we have some really nice you know smooth round stones and you can adjust the little fine details large details all those are generally very thing as default here you can increase the shape recognition if we lower this down a bit you can see that it changes the definition of our map and bring it back up to 99 all right so go over what these other maps actually do displacement map this is good for creating geometry in 3d programs like blender it will actually take the information that’s in this displacement map and create geometry like mesh based on what is image is telling it it’s a little darker areas are going to be the lower points in a map and the wider areas are actually gonna be raised areas so this would actually look like this in say blender we actually create geometry for each of these stones depending on how many polygons you have on your mesh so it’s a very simple way to create geometry based on a texture if we increase the enhanced detail all the way up you can see that it changes it quite a bit I’m just going to do this down to zero not going to really worry about this one a whole lot occlusion and I really sure what inclusion does but we’re not really going to worry about it specularity this is for our how shiny are objects are as you can see we have a little bit of a shine to our material here so if i increase the texture influence you can see that takeaways on that shine back down we increase the brightness all the way up you can see it adds quite a bit almost looks like a painted texture with some gloss and bring this down there we go right there are 52 and contrast add noise would you can see from the image as some grainy like effect so it kind of randomizes are light and I’m gonna leave it the way it is now so 17 I need 652 25 and I need to and then finally we have our diffuse which is basically our main texture you can adjust the different shading levels of your texture here but i’m not really going to worry too much about it I like the texture the way it looks now so you can increase the highlights remove the highlights 3d highlights color correction you can change all that stuff here but I’m gonna leave it the way it is and i’m just going to go ahead and save my normal map so once that’s then go ahead and click a little say button here and click Save normal to file by default a crazy bump will be saving all your textures as a PNG but i’m going to save it as a JPEG gonna add jpg at the end click Save we’re going to go ahead and do the same thing for our other texture going to go ahead click new material and click pic break old rounded click open to load up once again as you can see here from these two different images both of these look very different as you can see on this right side the white areas mean the brakes are actually me sticking out of our wall and on this side I’ll show you go ahead and click this it was kind of looking recess as you can tell by these edges right here it looks like the picture actually in the wall and the cemented areas right here actually sticking out so you don’t want that for a brick wall texture anyways has a nice effect but you don’t you don’t want that for a brick wall it would look unrealistic i’m going to go ahead and open it up again and I’m going to pick the one on the right and click the one right you can see now our breaks looks like they’re sticking out so let’s adjust the intensity really make them stick out a bit and I’m going to increase the large detail to give our bricks a little bit more definition it looks pretty good right there all right I’m gonna go with this one I’m just going to increase the very large she told to 99 and i’m going to go ahead and save it the way it is now click save save normal to file and once again i’m going to save it as a JPEG click Save all right now let’s go ahead and go to unity and we’re going to import all our textures so these two are both selected and go ahead and select my normal maps as well just drag and drop them into my project panel all right let’s go ahead and create our materials i’m going to right click create material and the name is one floors and create another one for our walls alright so for this one we’re going to change it to a bump the fuse i’m going to be using the brick texture so i’m going to drag and drop my brick right here now one thing to note when it when you’ve created your own normal maps and crazy bump you want to make sure that unity does not create a normal map for you so when you change the texture type to normal map you want to uncheck create from gray scale if you go ahead and have this selected hit apply it’s going to create its own normal map is going to override yours and you look a lot worse basically i want to uncheck this and I’m gonna leave everything else the same and i’m going to hit apply I’m going to check my walls material here and i can drag and drop my on map i’m going to drag and drop this walls material to the cubes now as you can tell here it looks pretty bad because it’s nice and stretched out here the way to adjust this is to adjust the tiling i’m going to change this 24 and I’m going to make sure that I just a normal map tiling as well otherwise it all it’ll look off as you can tell it looks pretty good now you want to have more breaks on your wall you can adjust it huiling again by five you can also do the same for why change this to to it adds more breaks going up but really what is one and whatever you change at the very top you want to make sure you change on the very bottom as well so it’s five and five so we’re going to leave it the way it is now all right now we need to create our floors i’m going to change this to a pump specular and this basically going to add a shine to our floor so i’m going to go ahead and drag and drop my materials and once again we want to make sure that we change this to a normal map and check create from gray scale and hit apply drag and drop my material here and now i can drag and drop this Florida material to the ground and I also going to add to the sphere all right so now with our lights added you can see that there’s a bit of a shine to these little stones on the ground so we can go ahead and adjust the specularity if i go ahead and click on my floors regular all right here actually click the floors material you can adjust the shininess right here so if you moved all the way to the right or the left you can see I’m just gonna learn about right there I think that was a lot about where where it was that before I’m just gonna leave it the way it is but as you can see that was much easier to use a crazy bump for creating our normal maps it gives you a lot more detail and it gives you a lot more control over creating these different types of maps it looks pretty nice now so i hope you enjoyed this tutorial thanks for watching.