Beginning PBR Texturing: Learn Physically Based Rendering with Allegorithmic*s Substance Painter By: Abhishek Kumar

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Beginning PBR Texturing: Learn Physically Based Rendering with Allegorithmic*s Substance Painter By: Abhishek Kumar

Beginning PBR Texturing: Learn Physically Based Rendering with Allegorithmic*s Substance Painter By: Abhishek Kumar | Ebooks – Instructional | EPUB | 23.31 MiB
May 21st 2020 | ISBN: 1484258983 | 263 pages

Author: 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

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02
Beginning user level

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Chapter 1: Introduction

Chapter Goal: This chapter introduces the reader to the layout of the book and how to best use the book in a practical way to develop their skills.

Sub-Topics

• What is our goal

• A career as game developer

• How to best use this book

Chapter 2: Graphics in the Game Industry

Chapter Goal: In this chapter, the readers will take a peek into the working of the video game industry. Also, software used in the Production pipeline are discussed.

Sub-Topics

• Concept of computer graphics

• Visualization basics

• What is PBR?

• Game render engines or game engines

Chapter 3: Workflow of Texturing

Chapter Goal: This chapter discusses the general workflows of preparing a model for texturing. The concept and importance of UV unwrapping are also considered as well as common problems that usually arise during work and how to handle them.

Sub-Topics

• Game texturing pipeline

• What is UV mapping?

• What are the different types of texture maps?

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Keywords: Beginning, PBR, Texturing, Learn, Physically, Based, Rendering, with, Allegorithmic, Substance, Painter, Abhishek, Kumar
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