A normal map is a type of transfer map, meaning that it is a texture created from a polygon object. Different transfer maps
            handle the conversion from polygons to textures in different ways. A normal map captures the surface normal information of
            the source mesh and uses it to light the target mesh. 
         
         To set a base material for the target mesh
         
         
            - Right-click the mesh and select  from the pop-up menu. 
               
The  window appears. 
               
  
             
            - In the list of materials, select . 
               
Maya applies a default blinn shader to the low resolution mesh. 
               
  
             
            - Close the . 
            
 
         
         To show the high resolution mesh
         
         
            - Open the  (). 
            
 
            - In the , select hi_res_toad. 
            
 
            - In the main menu bar, select . 
               
Both meshes appear in the scene overlapping each other. 
               
 
             
            - Deselect the high resolution mesh. 
 
         
         To create a normal map
         
         
            - Select . 
               
The  window appears. 
               
 
               The  window lets you create various textures based on mappings from polygon models. First you need to assign the source and target
                  meshes for the transfer. 
               
 
             
            - In the , select lo_res_toad. 
            
 
            - In the  window, in the  section, click . 
            
 
            - In the , select hi_res_toad. 
            
 
            - In the  window, in the  section, click . 
            
 
         
         Next you need to set the . 
         
         The  represents the volume of the target geometry to consider for the texture. Whatever part of the source mesh between the  and the target mesh is mapped to a texture. 
         
         Generally you want the  to encompass your entire source mesh so you don’t miss any detail. 
         
         To set the Search Envelope
         
         
            - In the  window, in the  section, set  to . 
               
The low resolution toad is replaced by a translucent red mesh. 
               
 
               This red mesh represents the . 
               
 
             
            - Drag the slider under  to the right. 
               
The red mesh grows. 
               
 
             
            - Drag the slider so that the red mesh barely encompasses all of the high resolution mesh without leaving any white spots (excluding
               the eyes). You can also enter a value in the box next to the slider. In this case, a value of 4.3 yields just enough coverage
               around the two meshes.  
            
 
            - Set  back to . 
            
 
         
         Now you can set the normal map options. 
         
         To set the normal map options
         
         
            - In the  window, under , click .  
            
 
            - In the  text field, click the browse icon (
). 
               A file browser appears. 
               
 
             
            - Navigate to GettingStartedMaya2012LessonData\UVMapping and enter the name toad_texture. 
            
 
            - Click . 
            
 
            - Set  to DDS (dds). 
            
 
            - Under , set  to . 
            
 
            - Under , set  and  to 1024 and  to . 
            
 
            - Click . 
               
Maya generates a normal map. 
               
 
               Note
                     
                     It may take a few minutes for Maya to generate the normal map.