Sie sind bereits eingeloggt. Klicken Sie auf 2. tolino select Abo, um fortzufahren.
Bitte loggen Sie sich zunächst in Ihr Kundenkonto ein oder registrieren Sie sich bei bücher.de, um das eBook-Abo tolino select nutzen zu können.
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…mehr
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
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.
Inhaltsangabe
Chapter 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.
Chapter 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.
Chapter 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.
Chapter 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.
Es gelten unsere Allgemeinen Geschäftsbedingungen: www.buecher.de/agb
Impressum
www.buecher.de ist ein Internetauftritt der buecher.de internetstores GmbH
Geschäftsführung: Monica Sawhney | Roland Kölbl | Günter Hilger
Sitz der Gesellschaft: Batheyer Straße 115 - 117, 58099 Hagen
Postanschrift: Bürgermeister-Wegele-Str. 12, 86167 Augsburg
Amtsgericht Hagen HRB 13257
Steuernummer: 321/5800/1497