Legacy Documentation: Version 4.6
Language: English
Applying Edge Padding to Alpha Textures
How do I use Detail Textures?

How do I Use Normal Maps?

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Normal maps are grayscale images that you use as a height map on your objects in order to give an appearance of raised or recessed surfaces. Assuming you have a model that looks like this:

The 3D Model
The 3D Model
The Texture
The Texture

We want to make the light parts of the object appear raised.

  1. Draw a grayscale height map of your texture in Photoshop. White is high, black is low. Something like this:

  2. Save the image next to your main texture.

  3. In Unity, select the image and enable Generate Normal Map in the Import Settings in the Inspector:

  1. In the Material Inspector of your model, select ‘Bumped Diffuse’ from the Shader drop-down:

  2. Drag your texture from the Project window to the ‘Bumpmap’ texture slot:

Your object now has a normal map applied:

Hints

  • To make the bumps more noticable, either use the Bumpyness slider in the Texture Import Settings or blur the texture in Photoshop. Experiment with both approaches to get a feel for it.
Applying Edge Padding to Alpha Textures
How do I use Detail Textures?