Object Space Normal Map Workflow in MODO … More Or Less
Enhanced MOP Boolean Assembly : https://gumroad.com/l/YuHJW
Throw a buck in the tip jar : https://gum.co/MEaCQ
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Object Space Normal Maps in MODO, xNormal, Substance Painter, Low Poly, UVs And Everything Else!
So I apparently wasn’t able to stop talking once I started making this video so it covers a bunch of stuff. It’s primarily focused on using MODO to bake out object space normal maps and use xNormal to convert them to tangent space.
This has several advantages – some of which I even talk about in this video! I’ll need to make more of these to cover everything.
The video is a little long but you might find random pieces interesting so break it up into multiple viewings if you’d like!
Hi! I’m Warren Marshall!
I’m a freelance, hard surface 3D artist living in North Carolina. I specialize in hard surface work but I can do pretty much anything from environments to props.
I worked at Epic Games for over 15 years and started freelancing after that. Since then I’ve done prop and environment work for some fun projects, including We Happy Few from Compulsion Games and PlayerUnknown’s Battlegrounds. I’ve also done a bunch of asset packs for the various marketplaces.
I have experience with Unreal Engine 4 and Unity and know how to put assets together quickly that look good in those engines.
Here’s a link to my Art Station page where you can see a bunch of my latest work:
Visit my main web site here :
You can email me directly if you’d like :
Questions, business inquiries, support – or just to say hi!
Motion Graphics : Skye Nelson, aka ”SkyeShark” ( http://skyeshark.artstation.com )