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.