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Author Kumar, Abhishek.

Title Beginning PBR texturing : learn physically based rendering with allegorithmic's substance painter / Abhishek Kumar. [O'Reilly electronic resources]

Imprint [United States] : Apress, 2020.
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Description 1 online resource
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Contents Chapter 1: What Is Our Goal in This Book? -- Chapter 2: Graphics in the Game Industry -- Chapter 3: The Workflow of Texturing -- 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: Painter's Graphical User Interface -- Chapter 9: Viewport Navigation in Painter -- Chapter 10: Project Setup: Importing a 3D Model into Painter -- 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: Integration with Marmoset, Maya, and Blender -- Chapter 17: Rendering a Portfolio -- Chapter 18: Integration with Unreal Engine (UE4) -- Chapter 19: Tips and Tricks of Substance Painter.
Summary Delve into the concepts of physically based rendering (PBR) using Allegorithmics 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.
Note Includes index.
Subject Video games -- Programming.
Computer graphics.
Computer Graphics
Jeux vidéo -- Programmation.
Infographie.
computer graphics.
Graphics programming.
Games development & programming.
Video games -- Programming
Computer graphics
Other Form: Print version: 1484258983 9781484258989 (OCoLC)1144118007
ISBN 9781484258996 (electronic bk.)
1484258991 (electronic bk.)
Standard No. 10.1007/978-1-4842-5899-6 doi
10.1007/978-1-4842-5
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