Assignment 05 - Surfacing for Real-time PBR

The theme of this assignment is to practice concepts of physically-based shading to surface assets for industry-standard, interactive applications. Maya may be used as the digital-content-creation (DCC) package (3DSMax is common in this industry as well), although you may not even need to use Maya depending on your chosen assets. Whatever you choose, ensure that assets have a reasonable texture layout completed.

Substance Painter will be our primary 3D painting application, as it models physically-based attributes in its painting and rendering tools and has rapidly become a standard tool in game development and other productions. One Designer material is a requirement, as procedural shading is also highly used in modern productions. We will ultimately bring our assets into Unreal Engine, a leading game engine used in AAA development as well as many other interactive and real-time applications. Final rendering will be completed using Sequencer in Unreal Engine to export a short movie of cinematic camera movement that demonstrates your project.

Read the following to prepare for a more physically based workflow:

Objectives for Assignment 04: