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.
wpetrosky
Video not found...
Derp (not verified)
Why are these videos listed as free?
metalliandy
Because you can watch the tutorial at no cost (though there is a paid for HD version that includes the project files available)
theknoppix (not verified)
Still cant watch this one. Video not found error
Squid
Wonderful...
Regga-Voska (not verified)
Thank you for this Overview! I fell in love with xN instantly
Anonymous (not verified)
fantastic tutorial
metalliandy
Thanks for the kind words guys
CrimsonDevice (not verified)
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 .
metalliandy
@CrimsonDevice
Glad you found the tut useful
James_Ross (not verified)
Kinda off-topic question: what is it you're using to enable .tga thumbnails in windows?
Thanks again for another great vid.
metalliandy
@James_Ross,
Thanks!
I use MysticThumbs for my thumbnail previews, but there are other programs that do i similar job around
http://www.mysticcoder.net/mysticthumbs.html
god3ila
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)
thank you for share
kyox (not verified)
wov grat .. Xnormal makers are cool. Thank you for great tutorial too..
Anonymous (not verified)
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.
metalliandy
Thanks for the kind words everyone!
@Anon.,
You dont require UV's on the high poly mesh, but they are still required for the low poly
You might be interested in our Low-Res Character Production - Constructing A Character For Next-Gen Games tutorial, which covers the pipeline.
http://eat3d.com/character_lowres
shero (not verified)
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
xingchen123
Thanks
Sculptn (not verified)
Very helpful thank you.
Psychotic_Mike (not verified)
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
Great tutorial!!!!!
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