000932881 000__ 03516cam\a2200469Ia\4500 000932881 001__ 932881 000932881 005__ 20230306151632.0 000932881 006__ m\\\\\o\\d\\\\\\\\ 000932881 007__ cr\un\nnnunnun 000932881 008__ 200525s2020\\\\xxu\\\\\o\\\\\001\0\eng\d 000932881 019__ $$a1155874166$$a1156099715$$a1156783497$$a1157245871 000932881 020__ $$a9781484258996$$q(electronic book) 000932881 020__ $$a1484258991$$q(electronic book) 000932881 020__ $$z1484258983 000932881 020__ $$z9781484258989 000932881 0248_ $$a10.1007/978-1-4842-5 000932881 0247_ $$a10.1007/978-1-4842-5899-6$$2doi 000932881 035__ $$aSP(OCoLC)on1155319498 000932881 035__ $$aSP(OCoLC)1155319498$$z(OCoLC)1155874166$$z(OCoLC)1156099715$$z(OCoLC)1156783497$$z(OCoLC)1157245871 000932881 040__ $$aYDX$$beng$$cYDX$$dLQU$$dEBLCP$$dUPM$$dGW5XE 000932881 049__ $$aISEA 000932881 050_4 $$aQA76.76.C672 000932881 08204 $$a794.815 000932881 1001_ $$aKumar, Abhishek. 000932881 24510 $$aBeginning PBR texturing :$$blearn physically based rendering with allegorithmic's substance painter /$$cAbhishek Kumar. 000932881 260__ $$a[United States] :$$bApress,$$c2020. 000932881 300__ $$a1 online resource 000932881 336__ $$atext$$btxt$$2rdacontent 000932881 337__ $$acomputer$$bc$$2rdamedia 000932881 338__ $$aonline resource$$bcr$$2rdacarrier 000932881 347__ $$atext file$$bPDF$$2rda 000932881 500__ $$aIncludes index. 000932881 5050_ $$aChapter 1: What Is Our Goal in This Book? -- Chapter 2: Graphics in the Game Industry -- Chapter 3: The Workflow of Texturing -- Chapter 4: Texturing Games vs Texturing Movies -- Chapter 5: PBR Texturing vs Traditional Texturing -- Chapter 6: Substance Suite and Substance Painter -- Chapter 7: Hardware Specifications for Your Computer -- Chapter 8: Painter's Graphical User Interface -- Chapter 9: Viewport Navigation in Painter -- Chapter 10: Project Setup: Importing a 3D Model into Painter -- Chapter 11: Baking and the Importance of Mesh Maps -- Chapter 12: Working with Materials, Layers, and Masks -- Chapter 13: Working with Procedural Maps -- Chapter 14: Substance Anchors -- Chapter 15: Rendering with Iray -- Chapter 16: Integration with Marmoset, Maya, and Blender -- Chapter 17: Rendering a Portfolio -- Chapter 18: Integration with Unreal Engine (UE4) -- Chapter 19: Tips and Tricks of Substance Painter. 000932881 506__ $$aAccess limited to authorized users. 000932881 520__ $$aDelve into the concepts of physically based rendering (PBR) using Allegorithmics Substance Painter. This book covers the integration of PBR textures with various 3D modeling and rendering packages as well as with the Unreal Engine 4 game engine. Beginning PBR Texturing covers all aspects of the software and guides you in implementing its incredible possibilities, including using materials, masks, and baking. Integration with both internal and popular external rendering engines is covered. This book teaches you the skills you need to use the texturing tool that is recognized by studios worldwide. You will know tips and tricks to implement the pipeline and speed up your workflow. You will: Know the fundamentals of PBR-based texturing from the ground up Create production-ready textured models from scratch Integrate PBR textures with standard 3D modeling and rendering applications Create portfolio-ready renders using offline renderers. 000932881 650_0 $$aComputer games$$xProgramming. 000932881 650_0 $$aComputer graphics. 000932881 77608 $$iPrint version: $$z1484258983$$z9781484258989$$w(OCoLC)1144118007 000932881 852__ $$bebk 000932881 85640 $$3SpringerLink$$uhttps://univsouthin.idm.oclc.org/login?url=http://link.springer.com/10.1007/978-1-4842-5899-6$$zOnline Access$$91397441.1 000932881 909CO $$ooai:library.usi.edu:932881$$pGLOBAL_SET 000932881 980__ $$aEBOOK 000932881 980__ $$aBIB 000932881 982__ $$aEbook 000932881 983__ $$aOnline 000932881 994__ $$a92$$bISE