The typical approach to create normal maps for 3D models is:
The idea is that rendering a low-poly version, with normalmaps, can achieve a similar effect as rendering the high-poly model.
There a number of 3D software that can do this. The movie above shows how can do it completely in Blender.
Alternative: You can sometimes use 2D image processing to get a reasonable-looking normal map from your base (diffuse) color texture. You can do this e.g. using
This approach is not perfect — you’re essentially guessing the normal map from something (theoretically) unrelated. I.e. the color texture intensities do not necessarily determine sensible 3D details that should be described by the normal map. That said, in practice, it is often useful (and makes better effect than flat look without any normal maps).
Note
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In GIMP normalmap plugin check "invert y" when generating normal maps, we want the Y (as interpreted by normals) coordinate to grow up, just like texture T coordinate.
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Note
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The nornal map textures are usually blueish, this is expected. The typical normal vector is (0, 0, 1) in tangent space which corresponds to the (0.5, 0.5, 1) (light blue) RGB color.
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