VR Integrated Heritage Recreation : Using Blender and Unreal Engine 4.
2020
QA75.5-76.95
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Online Access
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Unlimited
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Authorized users
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Can lend chapters, not whole ebooks
Details
Title
VR Integrated Heritage Recreation : Using Blender and Unreal Engine 4.
Author
Kumar, Abhishek.
ISBN
9781484260777
1484260775
1484260767
9781484260760
1484260775
1484260767
9781484260760
Publication Details
Berkeley, CA : Apress L. P., 2020.
Language
English
Description
1 online resource (336 pages)
Item Number
10.1007/978-1-4842-6
Call Number
QA75.5-76.95
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 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. 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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Access limited to authorized users.
Source of Description
Description based on print version record.
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VR Integrated Heritage Recreation : Using Blender and Unreal Engine 4
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