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Beginning PBR Texturing Abhishek Kumar

Beginning PBR Texturing By Abhishek Kumar

Beginning PBR Texturing by Abhishek Kumar


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Summary

Beginning user level

Beginning PBR Texturing Summary

Beginning PBR Texturing: Learn Physically Based Rendering with Allegorithmic's Substance Painter by 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

About Abhishek Kumar

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.


Table of Contents

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 detail


Chapter 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 12: Working with Materials, Layers, and Masks

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 setup


Chapter 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

Additional information

NLS9781484258989
9781484258989
1484258983
Beginning PBR Texturing: Learn Physically Based Rendering with Allegorithmic's Substance Painter by Abhishek Kumar
New
Paperback
APress
2020-05-21
263
N/A
Book picture is for illustrative purposes only, actual binding, cover or edition may vary.
This is a new book - be the first to read this copy. With untouched pages and a perfect binding, your brand new copy is ready to be opened for the first time

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