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VR Integrated Heritage Recreation: Using Blender and Unreal Engine 4

ISBN-13: 9781484260760 / Angielski / Miękka / 2020 / 332 str.

Abhishek Kumar
VR Integrated Heritage Recreation: Using Blender and Unreal Engine 4 Kumar, Abhishek 9781484260760 Apress - książkaWidoczna okładka, to zdjęcie poglądowe, a rzeczywista szata graficzna może różnić się od prezentowanej.

VR Integrated Heritage Recreation: Using Blender and Unreal Engine 4

ISBN-13: 9781484260760 / Angielski / Miękka / 2020 / 332 str.

Abhishek Kumar
cena 230,54 zł
(netto: 219,56 VAT:  5%)

Najniższa cena z 30 dni: 229,28 zł
Termin realizacji zamówienia:
ok. 16-18 dni roboczych
Bez gwarancji dostawy przed świętami

Darmowa dostawa!

Intermediate user level

Kategorie:
Informatyka, Bazy danych
Kategorie BISAC:
Computers > Programming - Games
Computers > Software Development & Engineering - Computer Graphics
Wydawca:
Apress
Język:
Angielski
ISBN-13:
9781484260760
Rok wydania:
2020
Ilość stron:
332
Waga:
0.49 kg
Wymiary:
23.39 x 15.6 x 1.85
Oprawa:
Miękka
Wolumenów:
01
Dodatkowe informacje:
Wydanie ilustrowane

​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 covered

Chapter 2: Introduction to Software
Chapter 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 Visualization
Chapter 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 Painter
Chapter Goal: We will now see how we can texture our assets using Substance Painter which is an industry standard tool for texturing.
Sub Topics
  A quick introduction Substance Painter
  Texturing our Larger structures
  Texturing the smaller assets

Chapter 8: Creating Foliage
Chapter 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 VR
Chapter 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

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.

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



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