Release date:2017, March
Duration:07 h 30 m
Author:Nick Reynolds
Skill level:Beginner
Language:English
Exercise files:Yes
DESCRIPTION
By simplifying the process and stacking simple-to-apply concepts, artists can create intricate textures for any asset. Continuing what was started in Creating Props for Games Vol. 1, Senior Environment Artist Nick Reynolds will stay non-destructive and open to iteration by utilizing the power of Allegorithmic Substance Painter. Nick begins Vol. 2 by explaining the fundamentals of physically based rendering (PBR) workflow with easy-to-follow examples and explanations showing absolute world references and comparing them to what we see in Painter, Unreal, and Marmoset Toolbag. Once the foundations are thoroughly examined, the lessons are applied in practice to the model created in Vol. 1 using Substance Painter, Photoshop, PureRef, Marmoset Toolbag, and Unreal Engine. By the end of this tutorial, viewers will have the confidence and understanding to texture their game assets from start to finish, moving forward with trust through all the steps and hurdles involved in getting an excellent result for your real-time game project.01 Project Introduction 02 PBR Lecture 03 PBR Lecture Roughness 04 PBR Lecture Metallic and Specular 05 Painter Introduction 06 Mask Generators 07 Material Breakup 08 Material Breakup Metal 09 Material Blockin 10 Material Weathering 11 Weathering Nature 12 Decals 13 Polish 14 Polish continued 15 Final Touches 16 Exporting to Game Engines [Gnomon] Creating Props for Games Vol. 2 by Nick Reynolds_Subtitles.7z


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