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Look Development Pipeline Using nDo2 and dDo in Photoshop
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Released Jan 29, 2014
Tony Leonard

Guest Tutor

Tony Leonard
Throughout this series of lessons we will be setting up procedural bakes and batch texture mapping. We will use sculpts from ZBrush, Headus UVLayout, xNormal, Quixel nDo2, and Quixel dDo 5.2.

We will learn about the creation of specific maps that are generated quickly. We will create maps such as normals from scratch, automatic creation of diffuse, and ambient occlusion among others, using Quixel's suite of software. Finally, we will be rendering out our bakes and model with Marmoset 1.10 and KeyShot for final usage in Photoshop.
Introduction and project overview
1

Introduction and project overview

 
01:07
Getting started with the project model
2

Getting started with the project model

 
12:14
Projecting high detail and sub-tool management
3

Projecting high detail and sub-tool management

 
08:47
Working with the Decimation Master
4

Working with the Decimation Master

 
08:31
Using dDo materials in Maya
5

Using dDo materials in Maya

 
09:51
Baking out maps in xNormal
6

Baking out maps in xNormal

 
10:20
Editing normal details in nDo2
7

Editing normal details in nDo2

 
21:09
Creating color texture and color diffuse maps
8

Creating color texture and color diffuse maps

 
18:09
Saving out FBX files for preview mesh in nDo2
9

Saving out FBX files for preview mesh in nDo2

 
06:16
Using the Automation Hub in dDo
10

Using the Automation Hub in dDo

 
11:53
Using Skyshop Previewer to view post bake results
11

Using Skyshop Previewer to view post bake results

 
15:24
Looking at environmental details versus material details
12

Looking at environmental details versus material details

 
17:35
Creating secondary production bakes in the Automation Hub
13

Creating secondary production bakes in the Automation Hub

 
17:46
Using contextual menus in dDo
14

Using contextual menus in dDo

 
21:26
Introducing and setting up Marmoset Toolbag
15

Introducing and setting up Marmoset Toolbag

 
10:07
Using material in Marmoset Toolbag
16

Using material in Marmoset Toolbag

 
15:20
Loading changes from dDo to Marmoset Toolbag
17

Loading changes from dDo to Marmoset Toolbag

 
20:44
Prepping in ZBrush to render in KeyShot
18

Prepping in ZBrush to render in KeyShot

 
12:22
Setting up HDRI lighting in KeyShot
19

Setting up HDRI lighting in KeyShot

 
13:41
Reviewing KeyShot outputs to Photoshop
20

Reviewing KeyShot outputs to Photoshop

 
15:07
Final render of our mech in Photoshop
21

Final render of our mech in Photoshop

 
09:30
Creating normals from scratch
22

Creating normals from scratch

 
16:39
Converting normal detail to other procedural maps
23

Converting normal detail to other procedural maps

 
17:11
Baking textures quickly in dDo
24

Baking textures quickly in dDo

 
22:51
Rendering views in Marmoset Toolbag and Maya DX-11 shaders
25

Rendering views in Marmoset Toolbag and Maya DX-11 shaders

 
07:35