Normal Mapping
Normal mapping

Now you have two "normal spaces" to render into: object-space & tangent-space. It depends on the 3D-engine you are using what is needed.

Now we want to put the normal map on our low-resulution plane, however having it visually look like the high-resolution plane.
Here we have both low & hi-resolution planes as wireframe
Now switch the "viewport shading" to "textured" and notice your low-resolution plane looks similar to the high-resolution one.
Under "object mode" press "N" to open the properties screen, find "display" and "shading" and change it to "GLSL". Note: It somehow is "flipped" here... need to figure out why...

- Create a new, empty scene.
- Remove the cube.
- create two plane ("SHIFT+A", "Mesh/Plane")
- One is going to be our high-resolution model
- press "TAB" (mesh tools)
- Click subdivide 6 times
- Switch to "sculpt" mode and draw a few "hills" on the plane
- select all vertices
- click in "mesh tools" smooth a few times to "soften" the hills.
- One is going to be low-res
- Select it
- create a new texture (under U/V)
- unwrap the texture-coordinates
- One is going to be our high-resolution model

- Select the "render" tab and the bake part
- Select Bake mode = "normals"
- Selected to active = "true"
- Select the high-resolution plane
- Add the low-resolution plane to the selection (shift+right-click)
Now you have two "normal spaces" to render into: object-space & tangent-space. It depends on the 3D-engine you are using what is needed.
- Select either "normalspace = "objectspace" OR "normalspace = "tangent"
- and "Bake" and you get one of the below images as a result:


Now we want to put the normal map on our low-resulution plane, however having it visually look like the high-resolution plane.
- Move the high-resolution version of the plane to the side
- Select the low-resolution plane
- create a new material
- create a new texture / Image / "Browse image to be linked", and select the baked normalmap-texture
- under "influence", deselect "color" and select "normal"
- under "image sampling", select "normal map" and "tangent" (or "object, depending on what you generated previously)

Here we have both low & hi-resolution planes as wireframe

Now switch the "viewport shading" to "textured" and notice your low-resolution plane looks similar to the high-resolution one.

Under "object mode" press "N" to open the properties screen, find "display" and "shading" and change it to "GLSL". Note: It somehow is "flipped" here... need to figure out why...
