1st Edition

Environment Art in the Game Industry
A Guide to Rich and Realistic Environments using Substance Designer




  • Available for pre-order. Item will ship after October 29, 2021
ISBN 9780367706760
October 29, 2021 Forthcoming by CRC Press
224 Pages 251 Color & 39 B/W Illustrations

USD $54.95

Prices & shipping based on shipping country


Preview

Book Description

This book explains the fundamentals of being a talented games environment artist, outlining the key considerations that most environment artists tend to forget. With a focus on using Substance Designer to create rich, colorful, and realistic environments, the book shows how to improve your story telling and think outside of the box.

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

This book will be of great interest to new and aspiring games environment artists, as well as those looking to increase their knowledge of Substance Designer.

Table of Contents

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

...
View More

Author(s)

Biography

Henry Kelly has worked within the 3D Industry, part time, from the age of 1eighteen, 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.