
VR Integrated Heritage Recreation
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
- Undertittel
- Using Blender and Unreal Engine 4
- Forfatter
- Abhishek Kumar
- Opplag
- 1st ed.
- ISBN
- 9781484260760
- Språk
- Engelsk
- Vekt
- 310 gram
- Utgivelsesdato
- 26.7.2020
- Forlag
- APress
- Antall sider
- 332
