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Book Description

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

Table of Contents

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