Beginning PBR Texturing: Learn Physically Based Rendering with Allegorithmic’s Substance Painter

Beginning PBR Texturing: Learn Physically Based Rendering with Allegorithmic’s Substance Painter
PDF, ePUB
  • eBook:
    Beginning PBR Texturing: Learn Physically Based Rendering with Allegorithmic’s Substance Painter
  • Author:
    Abhishek Kumar
  • Edition:
    1 edition
  • Categories:
  • Data:
    June 11, 2020
  • ISBN:
    1484258983
  • ISBN-13:
    9781484258989
  • Language:
    English
  • Pages:
    281 pages
  • Format:
    PDF, ePUB

Book Description

Beginning PBR Texturing: Learn Physically Based Rendering with Allegorithmic’s Substance Painter by Abhishek Kumar

Delve into the concepts of physically based rendering (PBR) using Allegorithmic’s Substance Painter. This book covers the integration of PBR textures with various 3D modeling and rendering packages as well as with the Unreal Engine 4 game engine.
Beginning PBR Texturing covers all aspects of the software and guides you in implementing its incredible possibilities, including using materials, masks, and baking. Integration with both internal and popular external rendering engines is covered.
This book teaches you the skills you need to use the texturing tool that is recognized by studios worldwide. You will know tips and tricks to implement the pipeline and speed up your workflow.

What You Will Learn
  • Know the fundamentals of PBR-based texturing from the ground up
  • Create production-ready textured models from scratch
  • Integrate PBR textures with standard 3D modeling and rendering applications
  • Create portfolio-ready renders using offline renderers
Who This Book Is For    
Beginners in the fields of 3D animation, computer graphics, and game technology

Content

Chapter 1: What Is Our Goal in This Book?
Chapter 2: Graphics in the Game Industry
Chapter 3: Texturing Workflow
Chapter 4: Texturing Games vs. Texturing Movies
Chapter 5: PBR Texturing vs. Traditional Texturing
Chapter 6: Substance Suite and Substance Painter
Chapter 7: Hardware Specifications for Your Computer
Chapter 8: Painters’ Graphical User Interface
Chapter 9: Viewport Navigation in Painter
Chapter 10: Setting Up a Project
Chapter 11: Baking and the Importance of Mesh Maps
Chapter 12: Working with Materials, Layers, and Masks
Chapter 13: Working with Procedural Maps
Chapter 14: Substance Anchors
Chapter 15: Rendering with Iray
Chapter 16: Integrating with Blender, Maya and Marmoset
Chapter 17: Rendering a Portfolio
Chapter 18: Integration with Unreal Engine 4
Chapter 19: Tips and Tricks of Substance Painter
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