VR integrated heritage recreation: using Blender and Unreal Engine 4
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. Som...
Gespeichert in:
Beteilige Person: | |
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Format: | Elektronisch E-Book |
Sprache: | Englisch |
Veröffentlicht: |
[Berkeley, CA]
Apress
[2020]
|
Schlagwörter: | |
Links: | https://learning.oreilly.com/library/view/-/9781484260777/?ar |
Zusammenfassung: | 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. |
Beschreibung: | Includes index |
Umfang: | 1 Online-Ressource |
ISBN: | 1484260775 9781484260777 |
Internformat
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630 | 2 | 0 | |a Blender (Computer file) |
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650 | 0 | |a Computer graphics | |
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DE-BY-TUM_katkey | ZDB-30-ORH-054868793 |
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adam_text | |
any_adam_object | |
author | Kumar, Abhishek |
author_facet | Kumar, Abhishek |
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bvnumber | localTUM |
collection | ZDB-30-ORH |
ctrlnum | (DE-627-1)054868793 (DE-599)KEP054868793 (ORHE)9781484260777 |
dewey-full | 794.815 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.815 |
dewey-search | 794.815 |
dewey-sort | 3794.815 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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indexdate | 2025-01-17T11:20:44Z |
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language | English |
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publisher | Apress |
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spelling | Kumar, Abhishek VerfasserIn aut VR integrated heritage recreation using Blender and Unreal Engine 4 by Abhishek Kumar [Berkeley, CA] Apress [2020] 1 Online-Ressource Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier Includes index 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. Blender (Computer file) Video games Programming Computer graphics Virtual reality Jeux vidéo ; Programmation Infographie Réalité virtuelle computer graphics virtual reality Video games ; Programming 9781484260760 Erscheint auch als Druck-Ausgabe 9781484260760 |
spellingShingle | Kumar, Abhishek VR integrated heritage recreation using Blender and Unreal Engine 4 Blender (Computer file) Video games Programming Computer graphics Virtual reality Jeux vidéo ; Programmation Infographie Réalité virtuelle computer graphics virtual reality Video games ; Programming |
title | VR integrated heritage recreation using Blender and Unreal Engine 4 |
title_auth | VR integrated heritage recreation using Blender and Unreal Engine 4 |
title_exact_search | VR integrated heritage recreation using Blender and Unreal Engine 4 |
title_full | VR integrated heritage recreation using Blender and Unreal Engine 4 by Abhishek Kumar |
title_fullStr | VR integrated heritage recreation using Blender and Unreal Engine 4 by Abhishek Kumar |
title_full_unstemmed | VR integrated heritage recreation using Blender and Unreal Engine 4 by Abhishek Kumar |
title_short | VR integrated heritage recreation |
title_sort | vr integrated heritage recreation using blender and unreal engine 4 |
title_sub | using Blender and Unreal Engine 4 |
topic | Blender (Computer file) Video games Programming Computer graphics Virtual reality Jeux vidéo ; Programmation Infographie Réalité virtuelle computer graphics virtual reality Video games ; Programming |
topic_facet | Blender (Computer file) Video games Programming Computer graphics Virtual reality Jeux vidéo ; Programmation Infographie Réalité virtuelle computer graphics virtual reality Video games ; Programming |
work_keys_str_mv | AT kumarabhishek vrintegratedheritagerecreationusingblenderandunrealengine4 |