You can either use normal maps (preferred) which encode the surface normal XYZ to RGB (they usually are bluish when viewed normally, or height maps, which are gray scale pictures encoding the surface height (brighter is "higher"). Height maps are easier to create manually, but normal maps give better results as there are some variables (height scaling etc.) in the conversion from heigh map to the normal map which the engine ultimately uses for bumpmapping in any case. You can also use tools like Ati's NormalMapGenerator or NVidia's Photoshop plugin (there's a free plugin for GIMP as well) to convert the height map to normal map yourself so you have total control on how is should be handled in the engine.
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HeY GuYs, one question, how can I create those local map as in Industri?
I already use the Tool from ATI, but it looks too detailed
I heard something about heightmap ?
Whats that ?
You can either use normal maps (preferred) which encode the surface normal XYZ to RGB (they usually are bluish when viewed normally, or height maps, which are gray scale pictures encoding the surface height (brighter is "higher"). Height maps are easier to create manually, but normal maps give better results as there are some variables (height scaling etc.) in the conversion from heigh map to the normal map which the engine ultimately uses for bumpmapping in any case. You can also use tools like Ati's NormalMapGenerator or NVidia's Photoshop plugin (there's a free plugin for GIMP as well) to convert the height map to normal map yourself so you have total control on how is should be handled in the engine.