xenome Open Xenome

Art direction and asset management for digital media studios

From idea to engine. Every tool in one place.

Texture painting, rigging, motion capture, animation, sprites and audio.

  1. 01PaintTexture Studio and Sprite Editor
  2. 02RigRig Studio
  3. 03CaptureMoCap Studio
  4. 04AnimateClips, retargeting and editing
  5. 05SoundAudio Workbench and Music Studio
  6. 06ShipLibrary and engine export
Paint

Texture Studio: paint on the model, every PBR map at once.

A layer stack for each map: albedo, normal, roughness, metal, height and AO. Replace colors, place decals, add edge wear, then bake.

Texture Studio painting the Marshal character, with material maps, brush settings, layers and the history strip
Painting the Marshal
Replace listing the colors found on a gnome model
Replace lists every color on the model
Split view of a barrel before and after a color replace
Split compare: before and after
Projection painting on a new layer on a supply crate
Projection painting on a new layer
Sprite Editor animate mode with bones on a walk cycle
And in 2D

Sprite Editor

Pixel art, layers, and bones for 2D skeletal animation. Exports sprite sheets for your engine.

Rig

Rig Studio: twelve joints to an engine-ready rig.

Place the joints, mirrored left to right. Xenome checks them, then builds a humanoid rig in about a minute.

Rig Studio with twelve joints placed on a character
Joints placed and checked, ready to rig
Capture

MoCap Studio: act it out on a webcam.

Record a take on your webcam or upload a video. Trim it, smooth it, lock the feet and clamp joints that bend too far.

MoCap Studio solving a video take onto a mannequin, with a timeline and checks
Solving a take onto the mannequin
Animate

Put the motion on your character.

Retarget a take to any rigged character, or start from 85 library clips. Edit them, then export what you need.

MoCap Studio retargeting a cleaned take beside its source video
Retargeting a cleaned take
Animate with the clip library and a run playing on a rigged alien soldier
Library clips on a rigged character
Sound

Voice, effects and music, next to the art.

Edit audio as a node graph in the Audio Workbench. Write music in Music Studio and export loops as WAV.

Audio Workbench editing a voice line, with a waveform above a node graph
Audio Workbench: waveform above, node graph below
Music Studio arranging a theme with tracks, a drum pattern and synth settings
Music Studio: arranging the Frontier theme
Ship

Review the pack and export it.

Everything you make is saved to the project library with its version history and license. When a pack is approved, export it as one zip for your engine. The zip includes a provenance file and a disclosure file listing what was generated.

Version history

Each save adds a version. You can compare versions side by side and restore an older one.

Licenses

Mark each file as original, CC0, licensed or reference only. The label stays with the asset when you edit it.

Lookbook

Set a palette and polygon budgets for the project. Assets that don’t match or go over budget get flagged.

Review

Approve a version or send it back with a note. Only approved versions are exported.

Export dialog for a pack
Exporting a pack
The exported pack opened in the engine editor
The exported pack, opened in the engine
Frontier Contact gameplay in a frontier town at dusk, with alien troopers in the street
Made with XenomeFrontier Contact

Your art direction, content creation and management all in one place.

Open Xenome