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Beginning Pbr Texturing

Beginning Pbr Texturing


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International Edition


About the Book

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 Bake
About the Author:

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.



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Product Details
  • ISBN-13: 9781484258989
  • Publisher: Apress
  • Publisher Imprint: Apress
  • Height: 234 mm
  • No of Pages: 263
  • Spine Width: 15 mm
  • Weight: 453 gr
  • ISBN-10: 1484258983
  • Publisher Date: 21 May 2020
  • Binding: Paperback
  • Language: English
  • Returnable: Y
  • Sub Title: Learn Physically Based Rendering with Allegorithmic's Substance Painter
  • Width: 156 mm


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