Kelly | Environment Art in the Game Industry | Buch | 978-0-367-70676-0 | www.sack.de

Buch, Englisch, 194 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 307 g

Kelly

Environment Art in the Game Industry

A Guide to Rich and Realistic Environments Using Substance Designer
1. Auflage 2021
ISBN: 978-0-367-70676-0
Verlag: CRC Press

A Guide to Rich and Realistic Environments Using Substance Designer

Buch, Englisch, 194 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 307 g

ISBN: 978-0-367-70676-0
Verlag: CRC Press


This book explains the fundamentals of being a talented games Environment Artist by outlining the key considerations that most Environment Artists tend to forget. Focusing on the use of Substance Designer to create rich, colourful and realistic environments, the book shows how to improve storytelling and how to think outside the box.

Following a step-by-step process to create realistic, state-of-the-art materials that help bring game narratives and worlds to life, this book provides a new perspective on Environment Art by covering the latest, most creative industry techniques using Substance Designer.

This book should appeal to new and aspiring games Environment Artists, as well as those looking to increase their knowledge of Substance Designer. The final stages of this book give a sneak peek into creating foliage in the game industry.

Henry Kelly is the Lead Artist at REWIND, a VR and AR studio with the vision of a better future for VR and AR.

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Zielgruppe


Postgraduate, Professional, Professional Practice & Development, and Undergraduate Advanced


Autoren/Hrsg.


Weitere Infos & Material


In Loving Memory
Dedication
Credits
Table of Contents

CHAPTER 1 - Introduction
1.1 My Industry Background
1.2 What is an Environment Artist
1.3 What is Set Dressing?

CHAPTER 2 – What is PBR?
Diffusion and Reflection
Energy Conservation
Metals
Fresnel
Microsurface

CHAPTER 3 - A Deeper look into PBR
What is Physically Based Rendering?
Why do we use Physically Based Rendering
Material Aesthetics
What is sRGB?
Tools for PBR
What is Roughness?
What is Metallic?
What is a Material
Normal Texture Map
Height Texture Map
Roughness Texture Map
Albedo Texture Map

CHAPTER 4 – Substance Designer
Understanding the UI
Creating a Brick Wall Material
Creating a Foliage Material
What are Trim Sheets?
Creating a Rock Material
Creating a 3D Material
Creating a Lava Material
Creating a Fabric Material

CHAPTER 5 – Rendering and Foliage
5.1 Rendering in Marmoset
5.2 A Look at Foliage
5.3 Detail Bending Foliage

Conclusion


Henry Kelly has worked within the 3D Industry, part time, from the age of eighteen, spending most of his free time creating 3D models, improving his techniques, and learning new material. After leaving the military, he took up 3D Art full time and began a career as a freelance environment artist where he worked for independent and AAA game studios such as Crytek; Cloud Imperium, Rebellion, and Offworld Industries, amongst other smaller studios. Over the years, he climbed the ranks from freelancer to lead artist, maintaining his focus on environment art. He has contributed to new and exciting methods that speed up workflow and produce higher quality artwork for games. Henry is an instructor for Masters’ and Bachelors’ programs and is responsible for writing the curriculum for both. In his spare time, he occasionally serves as an instructor for Ryan Kingslien, renowned art sculptor and major contributor to the game industry.



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