VR Integrated Heritage Recreation
Using Blender and Unreal Engine 4
(Sprache: Englisch)
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...
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Klappentext zu „VR Integrated Heritage Recreation “
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. 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.
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.
What You Will Learn
- Create high-quality, optimized models suitable for any 3D game engine
- Master the techniques of texturing assets using Substance Painter and Quixel Megascans
- Keep assets historically accurate
- Integrate assets with the game engine
- Create visualizations with Unreal Engine 4
Who Is This Book For
Game developers with some experience who are eager to get into VR-based games
Inhaltsverzeichnis zu „VR Integrated Heritage Recreation “
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.
Autoren-Porträt von Abhishek Kumar
Dr. Abhishek Kumar 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.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.
Bibliographische Angaben
- Autor: Abhishek Kumar
- 2020, 1st ed., XVI, 332 Seiten, Maße: 15,5 x 23,5 cm, Kartoniert (TB), Englisch
- Verlag: Springer, Berlin
- ISBN-10: 1484260767
- ISBN-13: 9781484260760
Sprache:
Englisch
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