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About this book

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 upCreate production-ready textured models from scratchIntegrate PBR textures with standard 3D modeling and rendering applicationsCreate portfolio-ready renders using offline renderers

Who This Book Is For

Beginners in the fields of 3D animation, computer graphics, and game technology

Table of Contents

Frontmatter

Chapter 1. What Is Our Goal in This Book?

Abstract
This book delves deep into the concepts of physically based rendering (PBR) using Substance Painter. It also covers how to integrate PBR textures with various 3D modeling and rendering packages as well as with a game engine, in this case, Unreal Engine 4.
Abhishek Kumar

Chapter 2. Graphics in the Game Industry

Abstract
Video game graphics have come a long way since their inception. The first game ever created was the extremely simple Pong tennis game that was played using primitive graphics consisting of glowing dots and lines on a cathode ray oscilloscope and two aluminum controllers. Its creator, American physicist William Higginbotham, did not think it was much at the time and thought it was just a temporary fad. But what he did not know was that one day this technology would revolutionize the entertainment industry. Since then, graphics have gone through a long evolution process to where they currently are today. Let’s explore all the details in this chapter.
Abhishek Kumar

Chapter 3. Texturing Workflow

Abstract
The 3D painting workflow for texturing has become popular because it is intuitive and easy to understand when you are painting your materials. To use it, you’ll need several types of texture maps that together make up a material. And with different types of texture maps come different types of texturing workflows. What we are going to focus on in this book is PBR texturing and two of its main types: the metallic-roughness workflow and the specular-glossiness workflow. But before we dive deep into these topics, I’ll talk about how texturing works.
Abhishek Kumar

Chapter 4. Texturing Games vs. Texturing Movies

Abstract
In this chapter, you will see the differences between texturing for games versus texturing for movies.
Abhishek Kumar

Chapter 5. PBR Texturing vs. Traditional Texturing

Abstract
In computer graphics, a texture is the digital representation of the appearance of a surface. There are two types of textures.
Abhishek Kumar

Chapter 6. Substance Suite and Substance Painter

Abstract
Substance Painter is a real-time 3D texturing and painting application. Substance Painter allows users to create PBR-based textures using hand-painting as well as procedural workflows. It was originally developed for use in films and games, but currently it is widely used in the architecture, product design, and automobile design industries. This application is almost universally used in the video game industry for texturing assets. In addition, several big film studios are also introducing Substance Painter into their pipelines.
Abhishek Kumar

Chapter 7. Hardware Specifications for Your Computer

Abstract
Substance Painter is a 3D painting application with innovative features and workflow improvements to make the creation of textures for 3D game design easier. Users and industry experts alike recommend it as the most user-friendly 3D painter application. For high-quality textures, you need to have a powerful machine to run Substance Painter. In this chapter, let’s understand the required hardware configuration for a personal computer.
Abhishek Kumar

Chapter 8. Painters’ Graphical User Interface

Abstract
Substance Painter is popular because of its user-friendly viewport and interface. In this chapter, you’ll explore its graphical user interface in detail.
Abhishek Kumar

Chapter 9. Viewport Navigation in Painter

Abstract
In this chapter, you’ll learn about navigating the viewport in Substance Painter.
Abhishek Kumar

Chapter 10. Setting Up a Project

Abstract
To start painting, you need a 3D model. The 3D model should be in OBJ, FBX, or ABC format. Those are the only files you can import into Substance Painter. You may have your own model; if not, you can download one from the Internet to practice on.
Abhishek Kumar

Chapter 11. Baking and the Importance of Mesh Maps

Abstract
In this chapter, I will discuss what mesh maps are, their importance, and how to create them. The first thing that you should do after importing a 3D mesh into Substance Painter is to bake mesh maps. This can be done by going to the Texture Set Settings window and clicking the Bake Mesh Maps button (see Figure 11-1). Alternatively, you can go to Edit menu and select Bake Mesh Map, or you can use the shortcut Ctrl+Shift+B.
Abhishek Kumar

Chapter 12. Working with Materials, Layers, and Masks

Abstract
Substance Painter has a powerful procedural workflow assisted by various materials, tools, masks, automatic functions, etc. In this chapter, I will discuss materials and smart materials and how you can use them to rapidly texture almost anything. Then I’ll discuss layers and masks.
Abhishek Kumar

Chapter 13. Working with Procedural Maps

Abstract
In this chapter, you will explore the various procedural tools available in Substance Painter. You will learn about everything you can do with filters and generators and how to create procedural effects automatically using the superior algorithms of Substance Painter. The procedural effects allow you to create complex effects without manual intervention. After that, you will see how you can use various grunge and pattern maps to add further details to your assets.
Abhishek Kumar

Chapter 14. Substance Anchors

Abstract
Anchors are another procedural tool of Substance Painter. They allow users to add further details to a mesh without manual labor. In this chapter, you will learn how you can leverage the power of anchors. To be effective at using Substance Painter, it is important to know how they work.
Abhishek Kumar

Chapter 15. Rendering with Iray

Abstract
Iray is a GPU-based render engine developed by Nvidia. It is a physically based, path tracing render engine that uses GPU cores to rapidly render realistic-looking images in high definition. It is built into Substance Painter to help users visualize the final result of the texturing work done on a mesh (see Figure 15-1).
Abhishek Kumar

Chapter 16. Integrating with Blender, Maya and Marmoset

Abstract
Exporting files from Maya and Blender for use in Substance Painter is pretty straightforward. Substance can import most major file types including .fbx and .obj, which can be created by all 3D modeling applications. For our purposes, we will use the .fbx type for exporting files for use in Substance Painter.
Abhishek Kumar

Chapter 17. Rendering a Portfolio

Abstract
Rendering is the last stage in the 3D computer graphics production pipeline. In computer graphics, rendering is the computation process involved to convert three-dimensional objects into 2D images or a series of images.
Abhishek Kumar

Chapter 18. Integration with Unreal Engine 4

Abstract
Substance Painter was first widely adopted by the game industry. Substance has a well-defined workflow as well as direct integration with modern game engines such as Unreal Engine, Unity, and CryEngine. We will focus primarily on Unreal Engine as our target engine in this chapter.
Abhishek Kumar

Chapter 19. Tips and Tricks of Substance Painter

Abstract
In this chapter, you’ll explore some tips and tricks that will be helpful in your texturing process.
Abhishek Kumar

Backmatter

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