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Look Development Pipeline Using nDo2 and dDo in Photoshop

Course Summary

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.


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    Course Syllabus

    Introduction and Project Overview
    - 1m 7s

    —Introduction and Project Overview 1m 7s
    Look Development Pipeline Using nDo2 and dDo in Photoshop
    - 5h 38m

    —Getting Started with the Project Model 12m 5s
    —Projecting High Detail and SubTool Management 8m 38s
    —Working with the Decimation Master 8m 22s
    —Using dDo Materials in Maya 9m 42s
    —Baking out Maps in xNormal 10m 11s
    —Editing Normal Details in nDo2 21m 7s
    —Creating Color Texture and Color Diffuse Maps 18m 0s
    —Saving out FBX Files for Preview Mesh in nDo2 6m 7s
    —Using the Automation Hub in dDo 11m 44s
    —Using Skyshop Previewer to View Post-bake Results 15m 15s
    —Looking at Environmental Details Versus Material Details 17m 26s
    —Creating Secondary Production Bakes in the Automation Hub 17m 37s
    —Using Contextual Menus in dDo 21m 17s
    —Introducing and Setting up Marmoset Toolbag 9m 58s
    —Using Material in Marmoset Toolbag 15m 11s
    —Loading Changes from dDo to Marmoset Toolbag 21m 17s
    —Prepping in ZBrush to Render in KeyShot 12m 13s
    —Setting up HDRI Lighting in KeyShot 13m 32s
    —Reviewing KeyShot Outputs to Photoshop 14m 58s
    —Final Render of Our Mech in Photoshop 9m 21s
    —Creating Normals from Scratch 16m 29s
    —Converting Normal Detail to Other Procedural Maps 17m 2s
    —Baking Textures Quickly in dDo 23m 4s
    —Rendering Views in Marmoset Toolbag and Maya DX-11 Shaders 7m 26s


Course Fee:
USD 29

Course Type:

Self-Study

Course Status:

Active

Workload:

1 - 4 hours / week

This course is listed under Digital Media & Games Community

Related Posts:

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