Look Development Pipeline Using nDo2 and dDo in Photoshop
Throughout this series of lessons, we will be setting up procedural bakes and batch texture mapping. Software required: ZBrush 4R6, Maya 2014, UVLayout v2 Pro, xNormal 3.18.3, nDo2, dDo 5.2, Photoshop.
What you'll learn
Throughout this series of lessons, we will be setting up procedural bakes and batch texture-mapping. We will learn about the creation of specific maps that are generated quickly. We will cover creating normal maps from scratch, automatic creation of diffuse, and ambient occlusion using Quixel's suite of software. Finally, we will be rendering out our bakes and modeling with Marmoset 1.10 and KeyShot for final usage in Photoshop. Software required: ZBrush 4R6, Maya 2014, UVLayout v2 Pro, xNormal 3.18.3, nDo2, dDo 5.2, Photoshop.
Table of contents
- Getting Started with the Project Model 12m
- Projecting High Detail and SubTool Management 9m
- Working with the Decimation Master 8m
- Using dDo Materials in Maya 10m
- Baking out Maps in xNormal 10m
- Editing Normal Details in nDo2 21m
- Creating Color Texture and Color Diffuse Maps 18m
- Saving out FBX Files for Preview Mesh in nDo2 6m
- Using the Automation Hub in dDo 12m
- Using Skyshop Previewer to View Post-bake Results 15m
- Looking at Environmental Details Versus Material Details 17m
- Creating Secondary Production Bakes in the Automation Hub 18m
- Using Contextual Menus in dDo 21m
- Introducing and Setting up Marmoset Toolbag 10m
- Using Material in Marmoset Toolbag 15m
- Loading Changes from dDo to Marmoset Toolbag 21m
- Prepping in ZBrush to Render in KeyShot 12m
- Setting up HDRI Lighting in KeyShot 14m
- Reviewing KeyShot Outputs to Photoshop 15m
- Final Render of Our Mech in Photoshop 9m
- Creating Normals from Scratch 16m
- Converting Normal Detail to Other Procedural Maps 17m
- Baking Textures Quickly in dDo 23m
- Rendering Views in Marmoset Toolbag and Maya DX-11 Shaders 7m