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Beginning PBR Texturing

Publisher: Apress
Author: Abhishek Kumar
ISBN-13: 978-1484258989
ISBN-10: 1484258983
Pages: 281
Language: English
Year: 2020
File: ebook PDF

Learn Physically Based Rendering with Allegorithmic’s Substance Painter

Book DescriptionTable of contentslink

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.

You will:

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

About authors

Dr. Abhishek Kumar is Associate Professor of Computer Science, Institute of Science, Benaras Hindu University. He is an Apple Certified Fellow, an Adobe Training Instructor, and an Autodesk Certified. He holds two design patents and the Internet of Things.

He has taught over 50,000 students worldwide from 153 countries. Its alumni have worked on films such as Ra-One, Krissh, Dhoom, Life of Pi, Avengers series, Iron Man series, GI Joe 3D, 300, Alvin and the Chipmunks, Prince of Persia, Titanic 3D, Transformers series, Bahubali 1 and 2″, «Fall of London», «Warcraft», «Aquaman 3D», «Alita» and others.

Beginning PBR Texturing

Table of contents

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
Index

Beginning PBR Texturing

Blender PBR Texturing for Beginners

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Beginning PBR Texturing

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