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Digital Tutors - Look Development Pipeline using nDo2 and dDo in Photoshop

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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.

01. Introduction and project overview 01:07
02. Getting started with the project model 12:14
03. Projecting high detail and sub-tool management 08:47
04. Working with the Decimation Master 08:31
05. Using dDo materials in Maya 09:51
06. Baking out maps in xNormal 10:20
07. Editing normal details in nDo2 21:09
08. Creating color texture and color diffuse maps 18:09
09. Saving out FBX files for preview mesh in nDo2 06:16
10. Using the Automation Hub in dDo 11:53
11. Using Skyshop Previewer to view post bake results 15:24
12. Looking at environmental details versus material details 17:35
13. Creating secondary production bakes in the Automation Hub 17:46
14. Using contextual menus in dDo 21:26
15. Introducing and setting up Marmoset Toolbag 10:07
16. Using material in Marmoset Toolbag 15:20
17. Loading changes from dDo to Marmoset Toolbag 20:44
18. Prepping in ZBrush to render in KeyShot 12:22
19. Setting up HDRI lighting in KeyShot 13:41
20. Reviewing KeyShot outputs to Photoshop 15:07
21. Final render of our mech in Photoshop 09:30
22. Creating normals from scratch 16:39
23. Converting normal detail to other procedural maps 17:11
24. Baking textures quickly in dDo 22:51
25. Rendering views in Marmoset Toolbag and Maya DX-11 shaders 07:35

Software used:
ZBrush 4R6, Maya 2014, UVLayout v2 Pro, XNormal 3.18.3, nDo2, dDo 5.2, Photoshop

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