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Book Description

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

Table of Contents

  1. Cover
  2. Front Matter
  3. 1. Introduction
  4. 2. Introduction to the Software
  5. 3. Acquiring Resources for the Project
  6. 4. Design Visualization
  7. 5. 3D Design Visualization
  8. 6. Unwrapping the Models
  9. 7. Texturing Assets Using Substance Painter
  10. 8. Creating Foliage
  11. 9. Working on Unreal Engine 4
  12. 10. Importing into Unreal Engine 4
  13. 11. Material Setup in Unreal Engine 4
  14. 12. Integration with VR
  15. Back Matter
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