In this demonstration, Richard Piper gives a quick overview of physically based rendering using Marmoset's Basic Theory of Physically-Based Rendering as a reference and in doing so explains some of the most important concepts that you need to understand in order to get started in PBR. He then shows how to practically apply these concepts within Substance Painter to get the results you need on your assets.
In this tutorial you'll learn how to create a procedural brain pattern with Particle Flow and Frost. This way you'll be able to model a brain in a few minutes or even put the brain pattern on any kind of surface, like your logo or some text. On the second part we'll create some veins the make it more realistic.
You can download the Brain Base Mesh and the Final Scene here: goo.gl/GkLX6z
Working at Blur Studios, Alessandro specializes not only in character modeling but also texturing and lighting. He is an extremely experienced and highly talented artist who has worked on such titles as Mass Effect 2, Fable 2 and 3, Arkham Origins, Elder Scrolls Online, and many more. CGMA is also honored to have Alessandro as an adviser on our Advisory Board.