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
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Using Blender and Unreal Engine 4
Produktdetaljer
ISBN
9781484260777
Publisert
2020
Utgiver
Springer Nature
Språk
Product language
Engelsk
Format
Product format
Digital bok
Forfatter