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Look Development Pipeline Using nDo2 and dDo in Photoshop
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Released Jan 29, 2014
Tony Leonard

Guest Tutor

Tony Leonard
Throughout this series of lessons we will be setting up procedural bakes and batch texture mapping. We will use sculpts from ZBrush, Headus UVLayout, xNormal, Quixel nDo2, and Quixel dDo 5.2.

We will learn about the creation of specific maps that are generated quickly. We will create maps such as normals from scratch, automatic creation of diffuse, and ambient occlusion among others, using Quixel's suite of software. Finally, we will be rendering out our bakes and model with Marmoset 1.10 and KeyShot for final usage in Photoshop.