LEADER 03723nam 22005535 450 001 9910409996503321 005 20200629114437.0 024 7 $a10.1007/978-1-4842-5899-6 035 $a(CKB)4100000011260579 035 $a(MiAaPQ)EBC6207025 035 $a(DE-He213)978-1-4842-5899-6 035 $a(CaSebORM)9781484258996 035 $a(PPN)248398245 035 $a(OCoLC)1198933514 035 $a(OCoLC)on1198933514 035 $a(EXLCZ)994100000011260579 100 $a20200520d2020 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aBeginning PBR Texturing $eLearn Physically Based Rendering with Allegorithmic?s Substance Painter /$fby Abhishek Kumar 205 $a1st ed. 2020. 210 1$aBerkeley, CA :$cApress :$cImprint: Apress,$d2020. 215 $a1 online resource (270 pages) $cillustrations 300 $aIncludes index. 311 $a1-4842-5899-1 311 $a1-4842-5898-3 327 $aChapter 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. 330 $aDelve 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. 517 3 $aBeginning physically based rendering texturing 606 $aComputer games?Programming 606 $aComputer graphics 606 $aGame Development$3https://scigraph.springernature.com/ontologies/product-market-codes/I29040 606 $aComputer Graphics$3https://scigraph.springernature.com/ontologies/product-market-codes/I22013 615 0$aComputer games?Programming. 615 0$aComputer graphics. 615 14$aGame Development. 615 24$aComputer Graphics. 676 $a794.815 700 $aKumar$b Abhishek$4aut$4http://id.loc.gov/vocabulary/relators/aut$0977677 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910409996503321 996 $aBeginning PBR Texturing$92282135 997 $aUNINA