LEADER 03501nam 22005295 450 001 9910411924303321 005 20231018220432.0 010 $a1-4842-6077-5 024 7 $a10.1007/978-1-4842-6077-7 035 $a(CKB)4100000011354928 035 $a(DE-He213)978-1-4842-6077-7 035 $a(MiAaPQ)EBC6274499 035 $a(CaSebORM)9781484260777 035 $a(OCoLC)1201697303 035 $a(OCoLC)on1201697303 035 $a(EXLCZ)994100000011354928 100 $a20200725d2020 u| 0 101 0 $aeng 135 $aurnn#008mamaa 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aVR Integrated Heritage Recreation $eUsing Blender and Unreal Engine 4 /$fby Abhishek Kumar 205 $a1st ed. 2020. 210 1$aBerkeley, CA :$cApress :$cImprint: Apress,$d2020. 215 $a1 online resource (XVI, 332 p. 354 illus.) 300 $aIncludes index. 311 0 $a1-4842-6076-7 327 $aChapter 1: Introduction to this Book -- Chapter 2: Introduction to Software -- Chapter 3: Acquiring Resources for Our Project -- Chapter 4: 3D Design Visualization -- Chapter 5: Modeling our Scene -- Chapter 6: Unwrapping the Models -- Chapter 7: Texturing Assets Using Substance Painter -- Chapter 8: Creating Foliage -- Chapter 9: Working on Unreal Engine 4 -- Chapter 10: Importing into Unreal Engine 4 -- Chapter 11: Material Setup in Unreal Engine 4 -- Chapter 12: Integration with VR. 330 $aCreate 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. 606 $aVideo games$xProgramming 606 $aComputer graphics 606 $aGame Development$3https://scigraph.springernature.com/ontologies/product-market-codes/I29040 606 $aComputer Graphics$3https://scigraph.springernature.com/ontologies/product-market-codes/I22013 615 0$aVideo games$xProgramming. 615 0$aComputer graphics. 615 14$aGame Development. 615 24$aComputer Graphics. 676 $a794.81526 700 $aKumar$b Abhishek$4aut$4http://id.loc.gov/vocabulary/relators/aut$0977677 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910411924303321 996 $aVR Integrated Heritage Recreation$92263894 997 $aUNINA