ISBN-13: 9781484258989 / Angielski / Miękka / 2020 / 263 str.
ISBN-13: 9781484258989 / Angielski / Miękka / 2020 / 263 str.
Beginning user level
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?
Chapter 4: Texturing Games vs Texturing Movies
Chapter Goal: Here the reader will learn more about the major differences as well as the similarities between texturing assets for movies and texturing assets for games.
Sub-Topics
• Texture map fundamental
• What are the major differences?
• Common pipelines and similarities
Chapter 5: PBR Texturing vs Traditional Texturing
Chapter Goal: In this chapter, we discuss the various traditional and modern texturing methods and their pros and cons. This will help readers decide which method is best suited for them.
Sub-Topics
• Texturing using 2D painting applications
• Texturing using 3D texture painting applications
• PBR texturing examples
• PBR vs traditional texturing
Chapter 6: Substance Suite
Chapter Goal: The readers are introduced to the four softwares that come with the Substance Suite and the different functions of each of them and where they are used in the industry.
Sub-Topics
• What is Substance Painter?
• Why should we use substances?
• Uses of other Substance Suite applications
Chapter 7: Hardware Specification
Chapter Goal: The recommended hardware configurations required to run Substance Painter properly are discussed.
Sub-Topics
• GPU vs CPU
• Recommended hardware
Chapter 8: Graphical User Interface
Chapter Goal: All the essential shortcuts and the GUI for Substance Painter are listed in this chapter.
Sub-Topics
• Main menu
• Sliders
• Toolbars
• Properties• Texture Set
• Layer Stack
• History
• Shelf
• Display Settings
Chapter 9: Viewport Navigation
Chapter Goal: The readers are introduced to the Viewport and all the tools and shelves of Substance Painter.
Sub-Topics
• Common shortcuts
• A detailed guide to commonly used tools
Chapter 10: Project Setup
Chapter Goal: How to setup a project in Substance Painter and what are the correct settings for the same? We will discuss all that in this chapter.Sub-Topics
• Choosing a substance workflow
• Import into Substance Painter
• Project configuration in detailChapter 11: Baking and Importance of Maps
Chapter Goal: In this chapter, the readers will learn about the importance of baking maps and their uses.
Sub-Topics
• Introduction to the Baker
• Baking parameters in Substance Painter
• Uses of different maps created by Baker
Chapter Goal: This chapter introduces the students to the materials and the robust layer-based workflow that allows the creation of complex materials using masks.
Sub-Topics
• Introduction to Materials and Smart Materials
• Building up your material• Layers and Masks
Chapter 13: Working with Procedural Maps
Chapter Goal: Here, we discuss how to texture procedurally using various maps and filters and more advanced uses of masks.
Sub-Topics
• Detailed introduction of filters
• Comprehensive introduction of generators
• Uses of grunge and other procedural textures
Chapter 14: Substance Anchors
Chapter Goal: The students will now learn about the anchor system of Substance Painter and how powerful they are.
Sub-Topics
• What is an anchor?
• Anchor point as a reference
• How to effectively use anchor
Chapter 15: Rendering with I-Ray
Chapter Goal: The internal of render engine of Substance Painter, the Nvidia I-Ray is discussed in this chapter and how to render an asset using it.Sub-Topics
• What is I-Ray?
• I-Ray Render settings
• Exporting Painter files
Chapter 16: Integration with Marmoset, Maya, and Blender
Chapter Goal: Here, we discuss the procedure for export of the created material from Substance Painter to other popular render engines.
Sub-Topics
• Exporting for Marmoset, Maya, and Blender
• Importing into Marmoset, Maya, and Blender
• Material setup in Marmoset, Maya, and Blender
Chapter 17: Rendering a Portfolio
Chapter Goal: Finally, we discuss the process of importing maps in the render engine of your choice and rendering a portfolio ready image. In our case, we will use Blender and Marmoset tool bag.
Sub-Topics
• Material setup in Blender
• Rendering with Blender
• Rendering with Marmoset tool bag
Chapter 18: Integration with Game Engine (UE4)
Chapter Goal: In this chapter, readers will learn about the process of exporting materials for game engine (Unreal Engine 4 in our case) as well as setting up the material inside the game engine for use.
Sub-Topics
• Exporting to Unreal Engine 4
• Importing into Unreal Engine 4
• Material setupChapter 19: Tips and Tricks of Substance Painter
Chapter Goal: In this final chapter, we will discuss some tips and tricks that will help speed up your work-flow or help you in creating something interesting.
Sub-Topics
• Some general tips
• Integration of substance painter with Designer
• Some tricks with tools
• Substance painter use in media and entertainment industry
Dr. Abhishek Kumar is Assistant Professor in the Department of Computer Science at the Institute of Science at Banaras Hindu University. He is an Apple Certified Associate, Adobe Education Trainer, and certified by Autodesk. He is actively involved in course development in animation and design engineering courses for various institutions and universities as they will be a future industry requirement.
Dr. Kumar has published a number of research papers and covered a wide range of topics in various digital scientific areas (image analysis, visual identity, graphics, digital photography, motion graphics, 3D animation, visual effects, editing, composition). He holds two patents in the field of design and IoT and has created two inventions related to a pipeline inspection robot to help visually impaired people.Dr. Kumar has completed professional studies related to animation, computer graphics, virtual reality, stereoscopy, filmmaking, visual effects, and photography from Norwich University of Arts, University of Edinburg, and Wizcraft MIME & FXPHD, Australia. He is passionate about the media and entertainment industry, and has directed two animation short films.
Dr. Kumar has trained more than 50,000 students across the globe from 153 countries (top five: India, Germany, United States, Spain, Australia). His alumni have worked for national and international movies such as Ra-One, Krissh, Dhoom, Life of Pi, the Avengers series, the Iron Man series, GI Joe 3D, 300, Alvin and the Chipmunks, Prince of Persia, Titanic 3D, the Transformers series, Bahubali 1 & 2, London Has Fallen, Warcraft, Aquaman 3D, Alita, and more.
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:
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