xNormal
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Latest comments
by Obamu
25 min ago

Is it just me who can't find the "template"? all the "Learn more" links are just mirrors of this same copied paragraph but different site;

by PhilipWatkins
54 min ago

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by kellim worthington
2 hours ago

When i am in university i have also one of Graphic designing and i also develop some designs that teacher give me but after that i did not even read anything about because of other courses is to hard and their Best Assignment Help that is why i am not given time on design but i wanted to learn and use these software's to design like others.

xNormal
Content
Tools
2 followers
50 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
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Ellie Porfyridou shared some important tips and advice, which will help you to build hair in XGen and export it in UE4.

19 June, 2018

6468 views
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

7488 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

13855 views
Worth Dayley discussed his enormous project, where he builds an amazing Overwatch HQ location in Unreal Engine. 

18 January, 2018

7919 views
2 comments
We've talked with the amazing self-taught artist from Paris and discussed how she mastered Blender.

18 October, 2017

2335 views
Alexandre Collonge gave a detailed talk on how he created and rendered his 3D Hellboy.

6 October, 2017

3487 views
Alexandr Gluhachev talked a bit about the way he works on the creation of beautiful materials with Substance Designer.

4 October, 2017

7861 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

3517 views
1 comments
Ben Bickle detailed the modeling workflow, which is guided by the TurboSquid's StemCell requirements.

2 August, 2017

3368 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

6298 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

5062 views
Guilherme Rambelli has shared a breakdown of photogrammetry process behind his latest personal project.

29 May, 2017

7514 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

4674 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

6113 views
3d artist Alexandr Trenovszki discussed the way he approached the production of high-quality dioramas with intricate stylized elements.

8 May, 2017

8352 views
1 comments
Martin Pietras discussed his approach to environment art, composition, and virtual architecture.

14 April, 2017

4522 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

2833 views
Pablo Muñoz talked about his approach stylized character design and 3d art in general.

5 April, 2017

2304 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

5344 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

3727 views
1 comments
James Brady talked about his experience working in the game business as an environment artist.

17 March, 2017

5415 views
2 comments
3d artist Thomas Meurisse discussed the creation of stylized low poly 3d environments for games.

15 March, 2017

7759 views
2 comments
3d artist Josh Van Zuylen discussed the creation of CyberRunner - a phenomenal environment work, done in UE4.

1 March, 2017

9808 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

2597 views
1 comments
Dzung Phung Dinh provides full breakdown of his amazing Exparia project. Shaders, textures, materials - it's all here.

17 January, 2017

32516 views
2 comments
Alexander Burov talked about modeling and painting of these outstanding vehicle models with 3ds Max and Substance Painter.

12 December, 2016

4252 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

3823 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

4419 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

2986 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

32586 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

11964 views
Some tips on creation of detailed and well-developed 3d characters. Great use of Zbrush and Marvelous Designer.

31 August, 2016

3904 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

50211 views
2 comments
Tips and tricks on the creation of outstanding Greek Temple from Vincent Chung.

26 August, 2016

5597 views
Marvin Washington discusses the production of complex environments with Quixel and 3ds Max.

5 August, 2016

8166 views

29 July, 2016

6944 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

2181 views
80.lv talked with James Candy about his approach to photogrammetry and quality materials production.

14 July, 2016

7444 views
Gnomon graduate Tiffany Chu gave very detailed description of the production of her Unreal Engine 4 scene.

22 June, 2016

3517 views
A great lesson in the production of high-quality stylised 3d models.

20 June, 2016

3557 views

16 June, 2016

4381 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

2978 views
Environment artist Kimmo Kaunela talked about his amazing Unreal Engine 4 environment, inspired by the amazing work of Naughty Dog.

31 May, 2016

4864 views
Freelance 3d artist Amy Sharpe shared some tips and tricks of building great virtual heroes.

2 May, 2016

4159 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

6667 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

4047 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

2802 views

15 March, 2016

2559 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

12966 views