VR Integrated Heritage Recreation -  Abhishek Kumar

VR Integrated Heritage Recreation (eBook)

Using Blender and Unreal Engine 4
eBook Download: PDF
2020 | 1st ed.
XVI, 332 Seiten
Apress (Verlag)
978-1-4842-6077-7 (ISBN)
Systemvoraussetzungen
62,99 inkl. MwSt
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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 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


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.

Dr. Kumar has completed professional studies related to animation, computer graphics, virtual reality, stereoscopy, filmmaking, visual effects, and photography from Norwich University of Arts, University of Edinburg, and Wizcraft MIME & FXPHD, Australia. He is passionate about the media and entertainment industry, and has directed two animation short films.

Dr. Kumar has trained more than 50,000 students across the globe from 153 countries (top five: India, Germany, United States, Spain, Australia). His alumni have worked for national and international movies such as Ra-One, Krissh, Dhoom, Life of Pi, the Avengers series, the Iron Man series, GI Joe 3D, 300, Alvin and the Chipmunks, Prince of Persia, Titanic 3D, the Transformers series, Bahubali 1 & 2, London Has Fallen, Warcraft, Aquaman 3D, Alita, and more.


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 LearnCreate high-quality, optimized models suitable for any 3D game engineMaster the techniques of texturing assets using Substance Painter and Quixel MegascansKeep assets historically accurateIntegrate assets with the game engineCreate visualizations with Unreal Engine 4Who Is This Book ForGame developers with some experience who are eager to get into VR-based games
Erscheint lt. Verlag 25.7.2020
Zusatzinfo XVI, 332 p. 354 illus.
Sprache englisch
Themenwelt Mathematik / Informatik Informatik Grafik / Design
Informatik Software Entwicklung Spieleprogrammierung
Schlagworte 3D • Design visualization • Game Engine • Rendering • Texturing • UE4 • Virtual Reality • VR Integration
ISBN-10 1-4842-6077-5 / 1484260775
ISBN-13 978-1-4842-6077-7 / 9781484260777
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