xNormal
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Breda NL   23, Apr — 26, Apr
24, Apr — 27, Apr
Latest comments
by Admin
10 hours ago

Jack. First of all, I want to apologize for offending you. We published this just to show how the tech could be used. We don't actually care about the message. But you do bring up a viable point, that for some people - this might be an issue, so I take this post down.

by Charles
11 hours ago

What European universities would you recommend?

by jack
12 hours ago

How about you don't associate with a left leaning partisan news site assuming all video game artists lean the same way. I'll be blocking your content from here on out.

xNormal
Content
Tools
1 followers
49 posts
0 questions answered
xNormal is an application to generate normal / ambient occlusion / displacement maps. It can also project the texture of the highpoly model into the lowpoly mesh ( complete texture transfer, even with different topologies ). It includes too an interactive 3D viewer ( with advanced shaders and realtime soft shadows / glow effect ), some Photoshop filters and importers/exporters for 3dsmax and Maya. It supports high levels of parallelism using multicore/multithreading, distributed/parallel rendering, ray tracing and advanced GPGPU techniques.
  • Joel R Durham-80.lv
  • Isaac-Bratzel-80.lv
  • Jeff-Cavitt-80.lv
  • Ian-Joyner-80.lv

  • How much xNormal costs?

Absolutely nothing. It’s FREE for both commercial and non-commercial use. Take a look to the licence included in the installer for more info.

If you like our app, please, help us sending bugs/feedback, examples of your art or mention xNormal in your project. Cost

  • I can’t use other normal mappers because they calculate their own tangent space and they only allow to use a kind of mesh format. Does xNormal include a SDK to make my own importers, exporters and plugins?

Yes, xNormal includes a complete and easy-to-use C++ SDK to write plug-ins. You can make image or mesh importers/exporters,etc…

One of the key features of the xNormal SDK is the ability to customize the tangent basis. Please, take a look at this link to know why it’s so important: http://wiki.blender.org/index.php/Dev:Shading/Tangent_Space_Normal_Maps

Go to the developers section into this web page to download the xNormal SDK. tangent space

  • I want to send you a model to include it in xNormal or to collaborate with you. How can I do it?

Thanks, any help will be welcome! Go to the contact us above in this page and tell us! Collaborate

  • Who is already using xNormal?

xNormal is widely used by great artists in AAA games and VFX industry.

Articles
Questions
Still have questions?
Andrew Giovannini discussed some of the useful techniques of hair production he's learned during CGMA's Hair Creation for Games course.

5 April, 2018

1992 views
Vlad Kuzmin shared a lot of tips on photogrammetry. Learn how to scan real-world objects, clean them up and render.

5 March, 2018

5359 views
Worth Dayley discussed his enormous project, where he builds an amazing Overwatch HQ location in Unreal Engine. 

18 January, 2018

4883 views
1 comments
We've talked with the amazing self-taught artist from Paris and discussed how she mastered Blender.

18 October, 2017

1692 views
Alexandre Collonge gave a detailed talk on how he created and rendered his 3D Hellboy.

6 October, 2017

2528 views
Alexandr Gluhachev talked a bit about the way he works on the creation of beautiful materials with Substance Designer.

4 October, 2017

6491 views
1 comments
3d artist Claudio Clemente did a very cool breakdown, showing the tech behind his amazing Game of Thrones fan art.

28 August, 2017

2251 views
1 comments
Ben Bickle detailed the modeling workflow, which is guided by the TurboSquid's StemCell requirements.

2 August, 2017

2904 views
2 comments
A beautiful look at the way you can use photogrammetry to get top-notch assets and ways to optimize these complex objects and textures for your game.

24 July, 2017

4664 views
1 comments
3d artist Antonio Figueiredo shared some of his production tips, which he uses during the production of high quality urban game environments.

29 May, 2017

4589 views
Guilherme Rambelli has shared a breakdown of photogrammetry process behind his latest personal project.

29 May, 2017

5986 views
Phillip Stoltz shared his workflow and showed how he builds and paints his beautiful stylized gun, based on the concept by Sergey Tsimmer.

23 May, 2017

3661 views
1 comments
Environment artist Luiza Tanaka showed how she sculpted and painted the radiation-infused plants and trees for her newest virtual space. This would make a greart VR-game.

15 May, 2017

5038 views
3d artist Alexandr Trenovszki discussed the way he approached the production of high-quality dioramas with intricate stylized elements.

8 May, 2017

7524 views
1 comments
Martin Pietras discussed his approach to environment art, composition, and virtual architecture.

14 April, 2017

3977 views
2 comments
Marcel Lenoir talked about the way his tiny team managed to build a Myst-like environment Buccaneers Falls in Unreal Engine 4.

10 April, 2017

2429 views
Pablo Muñoz talked about his approach stylized character design and 3d art in general.

5 April, 2017

1957 views
Mihai Muscan gave a super-detailed breakdown of his scene, where he studied the way colors and lights work in 3d space.

3 April, 2017

4693 views
Environment artist Kassondra Krahn discussed some of the methods she used to build the beautiful 3d scene with an oriental shrine.

28 March, 2017

3348 views
1 comments
James Brady talked about his experience working in the game business as an environment artist.

17 March, 2017

4907 views
2 comments
3d artist Thomas Meurisse discussed the creation of stylized low poly 3d environments for games.

15 March, 2017

6401 views
2 comments
3d artist Josh Van Zuylen discussed the creation of CyberRunner - a phenomenal environment work, done in UE4.

1 March, 2017

8011 views
2 comments
Max Frorer talked about the way he created an outstanding visual experience with UE4, Agisoft Photoscan and some patience.

9 February, 2017

1972 views
1 comments
Dzung Phung Dinh provides full breakdown of his amazing Exparia project. Shaders, textures, materials - it's all here.

17 January, 2017

23347 views
1 comments
Alexander Burov talked about modeling and painting of these outstanding vehicle models with 3ds Max and Substance Painter.

12 December, 2016

3553 views
Jodie Lee Durkin and Kevin Ua-wanapaksa talked about the creation of their awesome 3d environment scene, they've created with UE4.

21 November, 2016

3416 views
Stefan Oprisan did a little talk on his 3d-scanning projects and shared some tips on presenting them in Marmoset 3.

16 November, 2016

3894 views
We've talked with 3d artist Emma Smith about her approach to the creation of low poly assets for games and the importance of details in these objects.

14 November, 2016

2386 views
A little talk about the production of materials, the creation of stylized assets and the way to work with the lighting to achieve Blizzard-like look in games.

7 November, 2016

26928 views
8 comments
Carylitz Tamez talked about the production of the realistic brick wall with a classical combo of Zbrush and Photoshop.

31 October, 2016

8040 views
Some tips on creation of detailed and well-developed 3d characters. Great use of Zbrush and Marvelous Designer.

31 August, 2016

3220 views
8 comments
Jacob Norris (PurePolygons) talked about the production of high-quality 3d materials and the way you could use them for environment design in UE4.

30 August, 2016

46305 views
2 comments
Tips and tricks on the creation of outstanding Greek Temple from Vincent Chung.

26 August, 2016

4650 views
Marvin Washington discusses the production of complex environments with Quixel and 3ds Max.

5 August, 2016

7574 views

29 July, 2016

6526 views
Alexey Zemskov talked about the production of his impressive model of the famous Jackal gun from Hellsing. He discussed the 3d sculpting, the textures design, and other little details.

18 July, 2016

1545 views
80.lv talked with James Candy about his approach to photogrammetry and quality materials production.

14 July, 2016

6514 views
Gnomon graduate Tiffany Chu gave very detailed description of the production of her Unreal Engine 4 scene.

22 June, 2016

2957 views
A great lesson in the production of high-quality stylised 3d models.

20 June, 2016

2724 views

16 June, 2016

3314 views
1 comments
Leyla Demirpolat from Gnomon described the production of her amazing environments. A deeper look into composition, material creation and design.

6 June, 2016

2451 views
Environment artist Kimmo Kaunela talked about his amazing Unreal Engine 4 environment, inspired by the amazing work of Naughty Dog.

31 May, 2016

4014 views
Freelance 3d artist Amy Sharpe shared some tips and tricks of building great virtual heroes.

2 May, 2016

3142 views
3d artists Tek Tan talked about his approach to female character creation. He's building seductive high-poly models with Maya, Substance Painter and Zbrush.

21 April, 2016

5240 views
Sami Bashir talked about the creation of his UE4 environment. This is a very busy scene with a lot of objects, beautiful lighting and very pretty materials.

15 April, 2016

2979 views
Environment artist Chico Spans gave an exclusive look at his amazing Domus Romana environment created in Unreal Engine 4. In this post he talks about the production of the set, the meshes, materials and gorgeous lighting.

8 April, 2016

2316 views

15 March, 2016

1942 views
Guys from New Zeland talk about photogrammetry, the tools you can use with this technology and the way it influences game development.

2 March, 2016

10435 views