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Texturing and Baking Game Assets in ZBrush, xNormal and nDo
Rating: 4.2 out of 5(18 ratings)
271 students

Texturing and Baking Game Assets in ZBrush, xNormal and nDo

Learn the pipeline of creating game assets using these powerful applications!
Created by3dmotive LLC
Last updated 9/2016
English
English [Auto],

What you'll learn

  • Learn the basics of baking your game assets using the pipeline of ZBrush, xNormal, and nDo

Course content

2 sections • 14 lectures • 47m total length
  • Introduction0:59

    Source files and course samples

  • Exporting the Sculpt1:26
  • Preparing for the LP Mesh3:47

    Prepare a low-poly version of the high-poly mesh by creating a unified skin at a chosen resolution and clearing masks to enable clean decimation and accurate baking of maps.

  • Introduction to Decimation Master5:09

    Explore how to install and use decimation master and UV master plugins in ZBrush, clear masks, preprocess, and decimate a mesh to a low-poly version, then export for safe recovery.

  • Introduction to UV Master4:17

    Learn to prepare meshes for baking by using UV Master to unwrap with paint-on seam control, choosing protect or attract seams, and preview flattened islands for clean texture maps.

  • Finalizing UVs2:22

    Finalize uvs by loading the existing mesh, cleaning issues, and adjusting smoothing groups in Max to ensure clean bake results, then proceed to xNormal for baking.

  • Reassigning Smoothing Groups1:36

Requirements

  • ZBrush, xNormal, and nDo

Description

In this accelerated tutorial, Galen Davis takes us through a unique pipeline showing us how to export and UV inside of ZBrush, bake out normal maps and Ambient Occlusion using xNormal, and covers an introduction to texturing using nDo2. Lastly, we wrapup the model for presentation inside Marmoset!


About the Instructor:

Galen Davis is an Environment Artist currently living and working in Southern California. He is contributing to several AAA titles and is experienced in Next Generation Pipelines. Games and art are his absolute passion.

Who this course is for:

  • Beginner game artists, or intermediate users interested in learning a new pipeline for their work