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Digital Tutors – Physically Based Rendering in Substance Painter

09/09/2015 Learning for Life Leave a Comment

Digital Tutors – Physically Based Rendering in Substance Painter
English | Size: 4.6GB
Category: Tutorial


In this Substance Painter tutorial, we’ll learn how to texture a 3D model from scratch using a physically based rendering (PBR) workflow. While the workflow in this tutorial is dedicated more to game assets, most of the techniques can be applied to any CG asset.
[Read more…]

Art & Drawing & Painting Based, Digital-Tutors, Physically, Rendering, Substance

Digital Tutors – Physically Based Shading for Unity Using Substance Designer

02/04/2015 Learning for Life Leave a Comment

Digital Tutors – Physically Based Shading for Unity Using Substance Designer
English | Size: 4.16 GB
Category: Tutorial


In this Substance Designer and Unity 5 tutorial we’ll learn how to create physically based shaders (PBS) for Unity 5.

Additionally, we’ll look at what it takes to create a PBS materials and how to author the necessary textures for them. We’ll start by using props created originally for Camouflaj’s Republique and talk about the differences of how to author materials using Metal-Gloss vs. Specular-Gloss workflows.
[Read more…]

Tutorials for designer Based, Digital-Tutors, Physically, Shading, Unity

Digital Tutors – Physically Based Shading for Unity Using Substance Designer

19/03/2015 Learning for Life Leave a Comment

Digital Tutors – Physically Based Shading for Unity Using Substance Designer
English | Size: 4.26 GB (4,572,525,798 bytes)
Category: Tutorial


In this Substance Designer and Unity 5 tutorial we’ll learn how to create physically based shaders (PBS) for Unity 5.

Additionally, we’ll look at what it takes to create a PBS materials and how to author the necessary textures for them. We’ll start by using props created originally for Camouflaj’s Republique and talk about the differences of how to author materials using Metal-Gloss vs. Specular-Gloss workflows.
[Read more…]

3D Based, Digital-Tutors, Physically, Shading, Unity

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