Assignment 04 - Surfacing for Real-time PBR

The theme of this assignment is to practice concepts of physically-based shading to surface assets in current industry-standard applications for real-time, interactive applications. Maya will be used as the digital-content-creation (DCC) package (3DSMax is a common application in this industry as well). Models should be finalized with basic material assignment and a texture layout in Maya. Substance Painter will be our 3D painting application, as it models physically-based attributes in its painting and rendering tools, and we will ultimately bring our assets into Unreal Engine, currently one of the leading game engines used in AAA games as well as many other interactive, real-time applications.

Per our recent class discussions, read the following to prepare conceptually:

Minimal goals for Assignment 04:

Possible extension (similarly documented):