xnormal

PBR Practical Workflow

In this demonstration, Richard Piper gives a quick overview of physically based rendering using Marmoset's Basic Theory of Physically-Based Rendering as a reference and in doing so explains some of the most important concepts that you need to understand in order to get started in PBR.

Knald: An Introduction & Overview

In this demonstration, Richard Piper  goes over some of the most widely-used features within Knald and shows how to create Normal, Derivative, Ambient Occlusion, Height, Concavity, Convexity and Transmission maps, along with showing how to use the 3d preview window within the application.

Photo Based Sculpting In Mudbox, xNormal & nDo2

In this demonstration, Richard Piper shows how to get a quick & effective sculpt from a photo in Mudbox, xNormal and nDo2 with the final presentation being shown in Marmoset toolbag.

 

About the Instructor:

xNormal Overview

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.
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