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Creating Props for Games, Vol. 2

Texturing and Shading for Production

Description

By simplifying the process and stacking simple-to-apply concepts, artists can create intricate textures for any type of asset. Continuing what was started in Creating Props for Games Vol. 1, Senior Environment Artist Nick Reynolds will stay non-destructive and open to iteration by utilizing the power of Allegorithmic Substance Painter. Nick begins Vol. 2 by explaining the fundamentals of physically based rendering (PBR) workflow with easy-to-follow examples and explanations showing real world references and comparing them to what we see in Painter, Unreal and Marmoset Toolbag. Once the foundations are fully examined, the lessons are applied in practice on the model created in Vol. 1 using Substance Painter, Photoshop, PureRef, Marmoset Toolbag and Unreal Engine. By the end of this tutorial, viewers will have the confidence and understanding to texture their own game assets from start to finish, moving forward with confidence through all the steps and hurdles involved in getting a great result for your real-time game project.


Duration: 7h 35m

Format: HD 1920x1080

Nick Reynolds

Senior Environment Artist at Riot Games

Nick Reynolds is a Lead Environment Artist at Giant Skull, where he combines creative vision with the organizational discipline that has made him a sought-after artist in the video game industry.


With over a decade of experience, Nick has contributed to major studios including Sony Santa Monica, Red Fly Studio, Vigil Games, Red Storm Entertainment, and Pandemic Studios. His environment art has helped shape a range of high-profile titles, including Valorant, God of War (2018), God of War: Ascension, Inertia: Escape Velocity, Thor: God of Thunder, Star Wars: The Force Unleashed II, and Ghostbusters.