There are also some online tools to do this, for example NormalMap Online. For example CrazyBump, AwesomeBump, xNormal, etc. At its most simplistic, this would entail desaturating the source image and then running through any number of programs or PS filters to generate the normal map. The simplest route is to create a greyscale height map. Sometimes you'll want to generate a normal map directly from a diffuse image, which I gather is what you are primarily interested in. Obviously this approach is not always practical. When baked out, this was the resultant normal map: The low poly model was a simple flat plane of two triangles. I started by creating a 3D model of the original texture, like so: This is the vanilla texture on the left, and my recreated texture on the right (lacking a grime pass): Here's an example from some of my own experiments with recreating the Ebon Hawk textures from scratch. In modern texture generation, this is often as much for creating the diffuse texture itself in the first place as it is for use with the final game model. When talking about normal maps for 3D models like weapons, armour, placeables, etc., generally the "correct" way to do it would be to generate the map from a high poly version of the model.
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