3D Painting Applications and Physically Based Workflow

This current assignment involves using Digital Content Creation (DCC) and 3D Surfacing tools to create materials and painted texture maps for a few models in a simple scene within Unreal Engine to continue our practice with real-time rendering applications. We’ll focus on a “physically based rendering” (PBR) approach to things. (This will not be as physically accurate as path-tracing in a more encompassing global-illumination model, as we will discuss later in the semester, but aspects of physically correct lighting and shading have made their way into real-time workflows as indirect lighting and other advanced techniques are brought into such applications).

Below are some related resources that may or may not be of interest, and the resources page also contains links to the main written documentation for Substance Painter and Unreal Engine.

Animator Starter Pack (possibility for assets)

Texture Layout

Physically Based Workflow

Allegorithmic Substance Painter

Allegorithmic Substance Designer

Allegorithmic B2M

Unreal Engine