Index
A
Albedo map
Allegorithmic’s Substance Painter
Alpha settings
Ambient occlusion (AO) map
Anchor points
baker settings
Edge Wear generator
fill layer settings
generator settings
micro details settings
normal map stamps
procedural operation
project settings
referencing anchored layer
removing, Alpha slot
result
under layer
user-defined references
windows list
Application programming interfaces (APIs)
Auto stitcher
B
Bake Mesh Maps button
common parameters
window
Baking maps
Bitmap/traditional texturing
Blender, integration
adding shaders/nodes
adding Sun lamp
connecting nodes
cycles render device
EEVEE render engine
GPU
GUI
image texture node
material parameters
node setup
render created
render Image option
scene properties
shader editor
splitting workspace
switching
UV unwrapped model
viewport type
Blending modes
Blur filter
Brushes
Alphas tab
changing alignment
Paint layer
settings
size space
Bump map
C
Caustic sampler
Central processing unit (CPU)
Clone tool
Computer graphics (CG)
APIs
film
forensic and medical animation
gaming
history
picture elements
pixel representation
3D
visualization
web design
D
Damage effect, Height Channel
Fill layer
mask settings
PBR-based texturing
setup
Diffuse maps
Dirt generator
Displacement map
Document resolution
Dripping Rust generator
E
Eraser tool
Exporting files, Substance Painter
Blender
configuration tab
emissive/height channels
image format menu
Normal map output type
output channel
templates
Marmoset Toolbag
image parameters
MetalRough option
PBR SpecGloss
Maya
Arnold 5 (AiStandard)
Config presets list
export settings
F
Filters
Blur
dragging/dropping
HSL Perceptive
manual applying
MatFinish
MatFx Edge Wear
MatFx Rust Weathering
Sharpen
Transform
Firefly filter
Forensic and medical animation
G
Game engines
Game texturing
modernvs . traditional
vs . movies
workflow
Gaming industry
Generators
auto stitcher
dirt
add generator
generator window
parameters
setup
dripping rust
effects
Mask Builder–Legacy and Mask Editor
metal edge wear
typical setup
Graphical user interface(GUI)
2D/3D aspects
Layer Stack window
Properties window
Single-channel mode
Substance Painter
Texture Set List window
Texture Set Settings window
viewport settings
Graphics processing unit (GPU)
GPUvs . CPU
H
Hardware configuration
HDRI environment
High-performance computing (HPC)
HSL Perceptive filters
I, J, K
Inorganic/object modeling
Iray renderer
L
Layers
adding folder
operations
paint and procedural data
types
Lookup tables (LUTs)
Low/high poly models
exploded mesh
naming mesh parts
overlapping
z-fighting
M
Marmoset Toolbag, integration
final render
GUI
input type
material creation
selecting Sky
Mask Builder–Legacy and Mask Editor generator
Masks
adding levels
black
Brush tool
color selection
container
cube example
fill effect
inverting
Polygon Fill tool
tools and effects
Materials
MatFinish filters
MatFx Edge Wear filters
MatFx Rust Weathering filters
Maya, integration
aiStandardSurface shader
assigning, new material
attribute editor
Bump Mapping input
color space
files attribute
final Render
HDRI SkyDome light
imported model
metalness icon
Render Node window
roughness input
Shelf
3D model
use type
Mesh maps
ambient occlusion
curvature
geometry information
SSS effect
surface details
Metal Edge Wear generator
Modeling
N
Normal map
Normal map format
Notable game companies
O
Offline rendering/Pre-rendering
Opacity/transparency map
Organic modeling
P
Paint tool
PBR metallic-roughness workflow
PBR shader
PBR specular-glossiness workflow
Physically based rendering (PBR)
approach
Substance Painter
textures
texture science
video game industry
Polygon Fill tool
Portfolio-ready image
Procedural maps, grunges
baker setting
patterns, high
bricks
layer properties
result
Warp filter
patterns, masks
Fabric layer settings
Fill layer parameters
Fill result
Gold leaves layer
result
texture parameters
procedural images
Height mode
material parameters
Perlin noise parameters
result
texture parameters
project creation
Procedural texturing
Production pipeline
animation
CG live integration
dynamics
lighting
modeling
rendering
rigging
stages
tasks
UV map
Projection tool
Q
Quixel suite
R
Rasterization
Real-time/online rendering
Rendering
Rendering (Iray)
camera settings
display settings
environment settings
post-processing effects
sample
settings window
shader settings
viewport settings
Resource/asset shelf
categories
LUTs
Substance Painter settings
Roughness, metalness, ambient occlusion (RMA)
S
Self Occlusion
Sharpen filters
Smart masks
Smudge tool
Specular map
Stitches, creation
Substance Alchemist
Substance Designer
Substance Painter
anchors
anchor system
designer
export files
.fbx type
industry standard
internal rendering
library
procedural workflow
project, set up
tips/tricks
viewport
workflow, blender
default exporter window
export settings
geometries tab/smoothing option
material editor
visibility off/on
Maya
export window
selection window
Substance Source
Substance suite
sectors
texturing tools
Substance Suite package
Subsurface scattering (SSS)
T
Texture mapping
Texture pipeline
Texturing
artists
drawback
game
game asset
game engine/studio workflow
PBR
3D painting applications
2D painting applications
types
workflow
Three-dimensional (3D) computer graphics
3D model
file location
new project window
project configuration
3D texturing. software
Transform filters
U
Unreal Engine 4 (UE4)
exporting
AO
configuration
settings
texture packing
importing
CheapContrast_RGB
color value
connection setup
creating, material instance
CubeTest
default parameters
editable material parameters
FBX Import Options window
folder, creation
Lightmap UVs setting
material asset
material editor
material setup
MixRMA texture
MM_CubeTest
new project, creation
node network
option
searching materials
switching uv channels
Unwrapping
UV mapping
UV unwrapping
V, W, X, Y, Z
Vertex
Viewport navigation
functionality shortcuts
settings
shortcut keys
tools
tool selection
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