
Source files and course samples
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.
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.
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.
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.
Master using xNormal to bake normal maps from high-poly to low-poly meshes, including poly paint handling, and set scale and cage for accurate textures at 2048.
Explore the xNormal 3D viewer to compare high and low poly meshes, and adjust the cage for accurate baking. Edit cage settings and export the prepared meshes.
Finalize the bake by generating maps from high-poly data and baking the normal map, while ignoring vertex color data and preparing ambient occlusion for Photoshop tweaks.
Learn how to bake and combine texture maps using xNormal and nDo2, generating normal, ambient occlusion, and cavity passes in Photoshop, then preview results on a 3D model.
Texture with diffuse, normal, and cavity maps in Marmoset, overlay cavity on normals for crisper edges, and evaluate when maps can deliver results without heavy normal maps.
Engage with the course community by posting questions on the forums and the website, and explore other videos to deepen your understanding of texturing and baking assets.
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.