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Look Development Pipeline Using nDo2 and dDo in Photoshop

by Tony Leonard

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.

What you'll learn

Throughout this series of lessons, we will be setting up procedural bakes and batch texture-mapping. We will learn about the creation of specific maps that are generated quickly. We will cover creating normal maps from scratch, automatic creation of diffuse, and ambient occlusion using Quixel's suite of software. Finally, we will be rendering out our bakes and modeling with Marmoset 1.10 and KeyShot for final usage in Photoshop. Software required: ZBrush 4R6, Maya 2014, UVLayout v2 Pro, xNormal 3.18.3, nDo2, dDo 5.2, Photoshop.

About the author

Tony Leonard is a Los Angeles-based freelance concept artist with a background in comics and illustration. Over the past 12 years, he has worked in various fields including Graphic Design, storyboarding, comics, and games. Tony was a former in-house artist at Game Republic in Japan before returning to the U.S. after 10 years abroad. Previous titles and projects have included Knights Contract (Bandai Namco/PS3-Xbox title), Michael Chabon's The Escapist (Dark Horse Comics), and illustrations for M... more

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