VR Integrated Heritage Recreation
Using Blender and Unreal Engine 4
(Sprache: Englisch)
Intermediate user level
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Produktdetails
Produktinformationen zu „VR Integrated Heritage Recreation “
Intermediate user level
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 Book Chapter Goal: In this chapter we will introduce the readers to the book and its concepts.Sub Topics Scope of this book Topics coveredChapter 2: Introduction to SoftwareChapter Goal: In this chapter the readers will be introduced to the software applications that we will use throughout the book for creating our scene and everything related to it. Software that we will use are Blender, Substance Painter, Quixel Bridge and Unreal Engine 4.Sub Topics Blender Substance Painter Quixel Bridge Unreal Engine 4
Chapter 3: Acquiring Resources for Our Project Chapter Goal: In this chapter we will explore how we can acquire various resources that we will require for creating our project.Sub Topics Websites for getting textures Collecting References Creating basic plan
Chapter 4: Design VisualizationChapter Goal: We will learn the basic tools of the software which we are going to use for heritage recreation. After that we will create a white box level using Blender and UE4.Sub Topics Basics of Blender Basics of Substance Painter Creating White Box scene
Chapter 5: Modelling our Scene Chapter Goal: In this chapter we will start modelling our scene. We will create optimized game ready models that can be used within any game engine.Sub Topics Modelling the Temple Modelling the ground assets and stairs Modelling additional assets
Chapter 6: Unwrapping the Models Chapter Goals: In this chapter we will create UV map for our models and explore in detail the UV editing tools provided by Blender.Sub Topics Unwrapping the Temple Unwrapping the various ground assets and stairs Unwrapping the remaining smaller assets
Chapter 7: Texturing Assets Using Substance PainterChapter Goal: We will now see how we can texture our assets using Substance Painter which is an industry standard
... mehr
tool for texturing.Sub Topics A quick introduction Substance Painter Texturing our Larger structures Texturing the smaller assets
Chapter 8: Creating FoliageChapter Goal: Here we will see how we can create game ready foliage like grasses, bushes and trees. Sub Topics Creating grass Creating Bushes Creating Trees
Chapter 9: Exporting to Unreal Engine 4 Chapter Goal: We will see in this chapter how to export assets to Unreal Engine 4. Sub Topics Basics of Unreal Engine 4 Creating lightmap UVs Exporting models from Blender Exporting textures from Substance Painter
Chapter 10: Importing into Unreal Engine 4 Chapter Goal: In this chapter the readers will see how we can import assets into Unreal Engine 4 and set them up for use.Sub Topics Import settings Exploring properties editor
Chapter 11: Material Setup in Unreal Engine 4 Chapter Goal: Readers will now learn how to create materials with the imported textures that can then be applied to the meshes.Sub Topics Simple material setup Complex material setup Working with Master and Instanced materials
Chapter 12: Integration with VRChapter Goal: We will assemble the scene and write scripts for gameplay part of our scene. We will set up our scene to work with VR devices and bake everything into executable file.Sub Topics Creating landscape Assembling scene Creating gameplay scripts Building our scene into an executable
Chapter 8: Creating FoliageChapter Goal: Here we will see how we can create game ready foliage like grasses, bushes and trees. Sub Topics Creating grass Creating Bushes Creating Trees
Chapter 9: Exporting to Unreal Engine 4 Chapter Goal: We will see in this chapter how to export assets to Unreal Engine 4. Sub Topics Basics of Unreal Engine 4 Creating lightmap UVs Exporting models from Blender Exporting textures from Substance Painter
Chapter 10: Importing into Unreal Engine 4 Chapter Goal: In this chapter the readers will see how we can import assets into Unreal Engine 4 and set them up for use.Sub Topics Import settings Exploring properties editor
Chapter 11: Material Setup in Unreal Engine 4 Chapter Goal: Readers will now learn how to create materials with the imported textures that can then be applied to the meshes.Sub Topics Simple material setup Complex material setup Working with Master and Instanced materials
Chapter 12: Integration with VRChapter Goal: We will assemble the scene and write scripts for gameplay part of our scene. We will set up our scene to work with VR devices and bake everything into executable file.Sub Topics Creating landscape Assembling scene Creating gameplay scripts Building our scene into an executable
... weniger
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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