9/10/2023 0 Comments Substance painter to arnold 5![]() ![]() ![]() ![]() Traditional Texturing Texturing Using 3D Painting Applications Texturing Using 2D Painting Applications PBR Textures in the Gaming Industry Chapter 6: Substance Suite and Substance Painter Why Substance? Uses of Other Substance Suite Applications Substance Source Substance Alchemist Substance Designer Chapter 7: Hardware Specifications for Your Computer GPU vs. Texturing Movies Texture Pipeline for Movies Texture Pipeline for Games Common Pipelines and Similarities for Games and Films Chapter 5: PBR Texturing vs. Traditional Texturing Chapter 6: Substance Suite and Substance Painter Chapter 7: Hardware Specifications for Your Computer Chapter 8: Painters’ Graphical User Interface Chapter 9: Viewport Navigation in Painter Chapter 10: Setting Up a Project 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: Integrating with Blender, Maya and Marmoset Chapter 17: Rendering a Portfolio Chapter 18: Integration with Unreal Engine 4 Chapter 19: Tips and Tricks of Substance Painter How to Best Use This Book Chapter 2: Graphics in the Game Industry Concept of Computer Graphics Uses of Computer Graphics Film Gaming Visualization Technical Animation Forensic and Medical Animation Web and Interactive Graphics Substance Suite in the Industry Visualization Basics What Is PBR? Game Engines Chapter 3: Texturing Workflow Game Texturing Pipeline Useful Tips for Texture Artists What Is UV Mapping? Types of Textures Chapter 4: Texturing Games vs. Texturing Movies Chapter 5: PBR Texturing vs. Table of contents : Table of Contents About the Author About the Technical Reviewer Acknowledgments Introduction Chapter 1: What Is Our Goal in This Book? Want a Career as a Game Developer? Game Studios Tools What’s in This Book? Chapter 1: What Is Our Goal in This Book? Chapter 2: Graphics in the Game Industry Chapter 3: Texturing Workflow Chapter 4: Texturing Games vs. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |