Details

VR Integrated Heritage Recreation


VR Integrated Heritage Recreation

Using Blender and Unreal Engine 4

von: Abhishek Kumar

62,99 €

Verlag: Apress
Format: PDF
Veröffentl.: 25.07.2020
ISBN/EAN: 9781484260777
Sprache: englisch

Dieses eBook enthält ein Wasserzeichen.

Beschreibungen

<div>Create assets for history-based games. This book covers the fundamental principles required to understand and create architectural visualizations of historical locations using digital tools. You will explore aspects of 3D design visualization and VR integration using industry-preferred software.&nbsp;</div><div><br></div><div>Some of the most popular video games in recent years have historical settings (Age of Empires, Call of Duty, etc.). Creating these games requires creating historically accurate game assets. You will use Blender to create VR-ready assets by modeling and unwrapping them. And you will use Substance Painter to texture the assets that you create.</div><div><br></div><div>You will also learn how to use the Quixel Megascans library to acquire and implement physically accurate materials in the scenes. Finally, you will import the assets into Unreal Engine 4 and recreate a VR integrated heritage that can be explored in real time. Using VR technology and game engines,you can digitally recreate historical settings for games.</div><div><br></div><div><br></div><div><br></div><div><b>What You Will Learn</b></div><div><ul><li>Create high-quality, optimized models suitable for any 3D game engine</li><li>Master the techniques of texturing assets using Substance Painter and Quixel Megascans</li><li>Keep assets historically accurate</li><li>Integrate assets with the game engine</li><li>Create visualizations with Unreal Engine 4</li></ul></div><div><br></div><div><b>Who Is This Book For</b></div><div><b><br></b></div><div>Game developers with some experience who are eager to get into VR-based games<br></div>
Chapter 1: Introduction to this Book.- Chapter 2: Introduction to Software.- Chapter 3: Acquiring Resources for Our Project.- Chapter 4: 3D Design Visualization.- Chapter 5: Modeling our Scene.- Chapter 6: Unwrapping the Models.- Chapter 7: Texturing Assets Using Substance Painter.- Chapter 8: Creating Foliage.- Chapter 9: Working on Unreal Engine 4.- Chapter 10: Importing into Unreal Engine 4.- Chapter 11: Material Setup in Unreal Engine 4.- Chapter 12: Integration with VR.
<p></p><p><b>Dr. Abhishek Kumar</b> is Assistant Professor in the Department of Computer Science at the Institute of Science at Banaras Hindu University. He is an Apple Certified Associate, Adobe Education Trainer, and certified by Autodesk. He is actively involved in course development in animation and design engineering courses for various institutions and universities as they will be a future industry requirement.</p>Dr. Kumar has published a number of research papers and covered a wide range of topics in various digital scientific areas (image analysis, visual identity, graphics, digital photography, motion graphics, 3D animation, visual effects, editing, composition). He holds two patents in the field of design and IoT.<p></p><p>Dr. Kumar has completed professional studies related to animation, computer graphics, virtual reality, stereoscopy, filmmaking, visual effects, and photography from Norwich University of Arts, University of Edinburg, and Wizcraft MIME & FXPHD, Australia. He is passionate about the media and entertainment industry, and has directed two animation short films.</p><p>Dr. Kumar has trained more than 50,000 students across the globe from 153 countries (top five: India, Germany, United States, Spain, Australia). His alumni have worked for national and international movies such as Ra-One, Krissh, Dhoom, Life of Pi, the Avengers series, the Iron Man series, GI Joe 3D, 300, Alvin and the Chipmunks, Prince of Persia, Titanic 3D, the Transformers series, Bahubali 1 & 2, London Has Fallen, Warcraft, Aquaman 3D, Alita, and more.<br></p><p></p>
<div>Create assets for history-based games. This book covers the fundamental principles required to understand and create architectural visualizations of historical locations using digital tools. You will explore aspects of 3D design visualization and VR integration using industry-preferred software.&nbsp;</div><div><br></div><div>Some of the most popular video games in recent years have historical settings (Age of Empires, Call of Duty, etc.). Creating these games requires creating historically accurate game assets. You will use Blender to create VR-ready assets by modeling and unwrapping them. And you will use Substance Painter to texture the assets that you create.</div><div><br></div><div>You will also learn how to use the Quixel Megascans library to acquire and implement physically accurate materials in the scenes. Finally, you will import the assets into Unreal Engine 4 and recreate a VR integrated heritage that can be explored in real time. Using VR technology and game engines,you can digitally recreate historical settings for games.</div><div><br></div><div>You will:</div><div><ul><li>Create high-quality, optimized models suitable for any 3D game engine</li><li>Master the techniques of texturing assets using Substance Painter and Quixel Megascans</li><li>Keep assets historically accurate</li><li>Integrate assets with the game engine</li><li>Create visualizations with Unreal Engine 4</li></ul></div><div><br></div>
Provides an in-depth workflow guide for modeling, texturing, and game engine integration Shows you how to create game-ready, historically accurate assets and materials Teaches you how to create a fully functional VR scene, ready to be shipped for most commercially available VR headsets

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