Correctly baking out maps can be a challenge, especially if you're not exactly sure of how to approach it. In this quick tip Shaun Keenan will give you a step by step lesson on how to capture high resolution detail from ZBrush in both Normal, and Ambient Occlusion maps using the free program xNormal. Shaun will also discuss the importance of re-topology, and having a good set of UV's when baking. Finally he'll show you how to quickly combine multiple normal maps together using Photoshop.
Note: click the 'Monitor' icon to view tutorial in full-screen HD.
- Quick Tip: Converting Polypaint Data From Zbrush Using xNormal
- Quick Tip: Ambient Occlusion In xNormal
- Baking Ambient Occlusion, Color And Light Maps In Maya Using Mentalray