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VR integrated heritage recreation : using Blender and Unreal Engine 4
[NT 42944] Record Type:
[NT 1579] Language materials, printed : [NT 40817] monographic
[NT 47348] Title Information:
using Blender and Unreal Engine 4
[NT 47261] Author:
KumarAbhishek,
[NT 47351] Place of Publication:
[Berkeley, CA]
[NT 47263] Published:
Apress;
[NT 47352] Year of Publication:
c2020
[NT 47264] Description:
xvi, 332 p. cm.ill. : 24 com.;
[NT 47266] Subject:
Computer games - Programming. -
[NT 47266] Subject:
Computer graphics. -
[NT 47266] Subject:
Virtual reality. -
[NT 51398] Summary:
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 of3D 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 exploredin real time. Using VR technology and game engines, you can digitally recreate historical settings for games. You will: 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
[NT 50961] ISBN:
1-4842-6076-7 pbk.
[NT 50961] ISBN:
978-1-4842-6076-0 pbk.
[NT 60779] Content Note:
Chapter 1: Introduction to this Book -- Chapter 2: Introduction to Software -- Chapter 3: Acquiring Resourcesfor Our Project -- Chapter 4: 3D Design Visualization -- Chapter 5: Modeling our Scene -- Chapter 6: Unwrapping theModels -- 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
VR integrated heritage recreation : using Blender and Unreal Engine 4
Kumar, Abhishek
VR integrated heritage recreation
: using Blender and Unreal Engine 4 / by Abhishek Kumar - [Berkeley, CA] : Apress, c2020. - xvi, 332 p. cm. ; ill. ; 24 com..
Chapter 1: Introduction to this Book -- Chapter 2: Introduction to Software -- Chapter 3: Acquiring Resourcesfor Our Project -- Chapter 4: 3D Design Visualization -- Chapter 5: Modeling our Scene -- Chapter 6: Unwrapping theModels -- 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 .
Includes index..
ISBN 1-4842-6076-7 ISBN 978-1-4842-6076-0
Computer gamesComputer graphics.Virtual reality. -- Programming.
VR integrated heritage recreation : using Blender and Unreal Engine 4
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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 of3D 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 exploredin real time. Using VR technology and game engines, you can digitally recreate historical settings for games. You will: 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
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