Premier Graphics
& Animation
Fine Arts · MS elective · 3 credit hours · 16 sessions

Advanced Materials

In the world of 3D, a model is only as good as its surface. This course explores “Look Development” (LookDev) and the creation of photorealistic digital materials. Students will master Physically Based Rendering (PBR) workflows, procedural texturing, and complex shader networks to create surfaces ranging from human skin and rusted metal to digital fabrics, using tools like Substance and Arnold.

§ 01 By the end you can
  1. Understand the physics of light and matter (PBR Workflow)
  2. Create complex procedural textures using Node-Based systems (Substance Designer)
  3. Master UV Unwrapping strategies for optimal resolution (UDIMs)
  4. Paint high-fidelity textures for assets (Substance Painter/Mari)
  5. Develop specialized shaders: Subsurface Scattering (Skin), Refraction (Glass), and Hair
§ 02 Sixteen sessions

The whole semester.

  1. 01Physics of PBR: Albedo, Roughness, Metalness
  2. 02UV Mapping Strategies: Seams & UDIMs
  3. 03Introduction to Proceduralism (Node Graphs)
  4. 04Creating Tileable Textures
  5. 05Texture Painting: Layers & Masks
  6. 06Baking Maps: Normal, AO, Curvature, ID
  7. 07Smart Materials & Generators
  8. 08 · MidtermMidterm Examination
  9. 09Organic Materials: Skin & SSS (Subsurface Scattering)
  10. 10Digital Fabric: Sheen, Velvet, & Knit
  11. 11Hard Surface Texturing: Wear, Tear & Rust
  12. 12Transparency & Refraction (Glass/Liquids)
  13. 13Hair & Fur Shaders
  14. 14LookDev Lighting Environments (HDRI)
  15. 15Optimization: Texture Atlases & Mipmaps
  16. 16Final Project: The Hero Asset LookDev

Midterm around session 8. Final project briefed at session 8 or 9 and developed in stages until the juries.

§ 03 Final project

Final Project: The Hero Asset LookDev

How it’s judged

Recommended reading
  1. Physically Based Rendering: From Theory to Implementation by Matt Pharr and Greg Humphreys
  2. The PBR Guide (Allegorithmic/Adobe Documentation)
  3. Digital Texturing & Painting by Owen Demers
  4. Real-Time Rendering by Tomas Akenine-Möller
  5. Light for Visual Artists by Richard Yot
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