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VR Integrated Heritage Recreation: Using Blender and Unreal Engine 4

Posted By: roxul
VR Integrated Heritage Recreation: Using Blender and Unreal Engine 4

Abhishek Kumar, "VR Integrated Heritage Recreation: Using Blender and Unreal Engine 4"
English | ISBN: 1484260767 | 2020 | 348 pages | EPUB, PDF | 21 MB + 13 MB

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