xNormal Overview

video player

In this demonstration, Andy Davies goes over some of the most widely-used features within xNormal and shows how to bake Normal, Ambient Occlusion and Polypaint textures, along with showing multiple methods of setting up a cage within the application. He also provides an overview of the different settings you are most likely to need, to get the most out of your bakes, and explains the differences between the options within the various map types, to ensure maximum compatibility for engine specific configurations while maintaining a good workflow.


May 11, 2011 - 4:10pm

Video not found...

Derp (not verified)

May 12, 2011 - 5:48pm

Why are these videos listed as free?


May 12, 2011 - 7:58pm

Because you can watch the tutorial at no cost (though there is a paid for HD version that includes the project files available) Smiling

theknoppix (not verified)

May 15, 2011 - 9:04am

Still cant watch this one. Video not found error Sad


May 15, 2011 - 7:19pm

Wonderful... Smiling

Regga-Voska (not verified)

May 19, 2011 - 11:51am

Thank you for this Overview! I fell in love with xN instantly Smiling

Anonymous (not verified)

May 20, 2011 - 12:31pm

fantastic tutorial


May 21, 2011 - 2:25am

Thanks for the kind words guys Smiling

CrimsonDevice (not verified)

May 22, 2011 - 5:35am

Great little tut , I was trying to figure out how to use Xnormal for the longest , now I know thanks. This is the only detailed tutorial I have found for Xnormal , I have searched far and wide on the web , and this is the video that actually explains most aspects of Xnormal .


May 26, 2011 - 9:22am


Glad you found the tut useful Laughing out loud

James_Ross (not verified)

May 29, 2011 - 12:05pm

Kinda off-topic question: what is it you're using to enable .tga thumbnails in windows? Laughing out loud

Thanks again for another great vid.


June 1, 2011 - 7:32pm



I use MysticThumbs for my thumbnail previews, but there are other programs that do i similar job around Smiling



July 18, 2011 - 11:36am

Very instructive tutorial here. Is it possible to have some information about generating "Direction map" on xNormal? I guess this is very usefull for anisotropic shaders, but I would like to know a little bit more about those different options. Thanks!

Anonymous (not verified)

August 6, 2011 - 9:26am

thank you for share

kyox (not verified)

September 15, 2011 - 3:41am

wov grat .. Xnormal makers are cool. Thank you for great tutorial too..

Anonymous (not verified)

November 11, 2011 - 1:58pm

So I don't need to unwrap my character? You mention you don't need UWV maps, can you let me know where to find a tutorial for 3ds max complete pipeline on texturing a character? I'm confused, should I paint my character first, but how if I need the UWV template to paint wright? Need help please if can anyones share thanks.


November 11, 2011 - 2:14pm

Thanks for the kind words everyone!


You dont require UV's on the high poly mesh, but they are still required for the low poly Smiling

You might be interested in our Low-Res Character Production - Constructing A Character For Next-Gen Games tutorial, which covers the pipeline.


shero (not verified)

November 28, 2011 - 2:03pm

thank alot
but what is the cage you inport with low poly and high poly when you bakre normal map is it the same you make it when bake AO


September 16, 2012 - 9:04pm


Sculptn (not verified)

September 26, 2012 - 4:36pm

Very helpful thank you.

Psychotic_Mike (not verified)

October 9, 2012 - 7:04pm

I was wondering how does someone create a cage? Do I take the low poly mesh duplicate it and scale it out? or do I have to have both the low and high poly meshes in my scene (I use maya) then place the low poly on top of the high one and then scale it out and save it as an obj file (e.g. LowPoly_cage) ?
Thanks Smiling
Great tutorial!!!!!


January 12, 2014 - 12:18pm

Thanks for the tutorial!


August 30, 2016 - 9:10am