VR Integrated Heritage Recreation
VR Integrated Heritage Recreation, Apress
Using Blender and Unreal Engine 4
Von Abhishek Kumar, im heise Shop in digitaler Fassung erhältlich
Using Blender and Unreal Engine 4
Von Abhishek Kumar, im heise Shop in digitaler Fassung erhältlich
Produktinformationen "VR Integrated Heritage Recreation"
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.
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
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.
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
Artikel-Details
- Anbieter:
- Apress
- Autor:
- Abhishek Kumar
- Artikelnummer:
- 9781484260777
- Veröffentlicht:
- 25.07.20