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Beginning PBR Texturing: Learn Physically Based Rendering with Allegorithmics S [Paperback]

$37.99     $64.99   42% Off      (Free Shipping)
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  • Category: Books (Computers)
  • Author:  Kumar, Abhishek
  • Author:  Kumar, Abhishek
  • ISBN-10:  1484258983
  • ISBN-10:  1484258983
  • ISBN-13:  9781484258989
  • ISBN-13:  9781484258989
  • Publisher:  Apress
  • Publisher:  Apress
  • Binding:  Paperback
  • Binding:  Paperback
  • Pub Date:  01-Apr-2020
  • Pub Date:  01-Apr-2020
  • SKU:  1484258983-11-SPRI
  • SKU:  1484258983-11-SPRI
  • Pages:  263
  • Pages:  263
  • Item ID: 105226231
  • List Price: $64.99
  • Seller: ShopSpell
  • Ships in: 5 business days
  • Transit time: Up to 5 business days
  • Delivery by: Oct 13 to Oct 15
  • Notes: Brand New Item. Not shipped to AK, HI, APO, FPO, AE.

Delve into the concepts of physically based rendering (PBR) using Allegorithmics 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

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 Sl3$
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