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Abhishek Kumar - VR Integrated Heritage Recreation: Using Blender and Unreal Engine 4

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Abhishek Kumar VR Integrated Heritage Recreation: Using Blender and Unreal Engine 4
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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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Contents
Landmarks
Abhishek Kumar VR Integrated Heritage Recreation Using Blender and Unreal - photo 1
Abhishek Kumar
VR Integrated Heritage Recreation
Using Blender and Unreal Engine 4
1st ed.
Abhishek Kumar Varanasi Uttar Pradesh India Any source code or other - photo 2
Abhishek Kumar
Varanasi, Uttar Pradesh, India

Any source code or other supplementary material referenced by the author in this book is available to readers on GitHub via the books product page, located at www.apress.com/978-1-4842-6076-0 . For more detailed information, please visit http://www.apress.com/source-code .

ISBN 978-1-4842-6076-0 e-ISBN 978-1-4842-6077-7
https://doi.org/10.1007/978-1-4842-6077-7
Abhishek Kumar 2020
Standard Apress
Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights.
The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.
Distributed to the book trade worldwide by Springer Science+Business Media New York, 233 Spring Street, 6th Floor, New York, NY 10013. Phone 1-800-SPRINGER, fax (201) 348-4505, e-mail orders-ny@springer-sbm.com, or visit www.springeronline.com. Apress Media, LLC is a California LLC and the sole member (owner) is Springer Science + Business Media Finance Inc (SSBM Finance Inc). SSBM Finance Inc is a Delaware corporation.

To mom, dad, Prof. B. K. Prasad, Usha Sinha, and my beloved wife, Alka, for 11 fantastic years of marriage and many more to come. To my daughter, Rishika Ryan, and my son, Shivay Singh Ryan. I love you all.

Introduction

The aim of this book is to teach readers the fundamental principles needed to understand and create architectural pre-visualization of historical locations using digital tools. We will explore all the foundational aspects of 3D design visualization and VR integration using software that is actively used by the industry. We will use Blender to create VR-ready assets by modeling and unwrapping them. Then we will use Substance Painter to texture the assets that we created. We will also learn how to use the Quixel Megascans library to acquire and implement physically accurate materials to the scene. Then we will import all our assets into Unreal Engine 4 and re-create a VR integrated heritage that can be explored in real time.

A huge part of the worlds history has been lost to wars, invasions, and natural degradation. Using VR technology and game engines, we can re-create digitally what has been lost. This can revolutionize the way we can preserve history digitally. Hopefully, after reading this book, you will be equipped to be a part of this heritage-preservation effort.

This book is suitable for beginners in the field of GeoICT (Geospatial Information and Communication Technology). Archaeologists, computer graphic engineers, game technology specialists, and so on, will all find the book extremely useful.

What you will learn:
  • How to digitally preserve ruined historical locations.

  • How to create high-quality optimized models suitable for any 3D game engine.

  • How to texture assets using Substance Painter and Quixel Megascans and keep them historically accurate.

  • How to use asset integration with game engines.

  • How to create visualizations with Unreal Engine 4.

Acknowledgments

It gives me immense pleasure to express my deep gratitude to my mentor, Prof. Saket Kushwaha, Prof. Alok Kumar Rai and my PhD supervisor, Dr. Achintya Singhal, Associate Professor, Banaras Hindu University. Prof. Saket Kushwaha and Prof. Alok Kumar Rai has been the inspiration for this endeavor; without his encouragement, support, and guidance, this book would not have been possible.

I would also like to thank Bhuvnesh Varshney (TR), Spandana Chatterjee (AE), Divya Modi (CE), and Laura Berendson (DE) for the initiation to publish this book. Their helpful comments and suggestions resulted in numerous refinements and corrections that improved its quality. I am also grateful to iNurture and Prof. M N Nachappa, Head, School of Computer Science and IT, JAIN (Deemed to be University) for his encouragement and support.

A special thanks to Dr. Vijayakumar Varadarajan, professor at the University of New South Wales, Australia, and Dr. Kalyana C. Veluvolu, professor at Kyungpook National University, South Korea, for providing unconditional support.

Table of Contents
About the Author and About the Technical Reviewer
About the Author
Abhishek Kumar
is an Assistant professor at School of Computer Science and IT JAIN Deemed to - photo 3
is an Assistant professor at School of Computer Science and IT, JAIN (Deemed to be University) and former Assistant Professor at Banaras Hindu University, BHU. He is an Apple Certified Associate, an 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.

Dr. Kumar has published a number of research papers and covered a wide range of topics in various digital scientific areas (including image analysis, visual identity, graphics, digital photography, motion graphics, 3D animation, visual effects and Immersive technologies). He holds seven patents in the fields of design and IoT.

Dr. Kumar has completed professional studies related to animation, computer graphics, virtual reality, stereoscopy, filmmaking, visual effects, and photography from the Norwich University of Arts, the University of Edinburg, and Wizcraft MIME and FXPHD, Australia. He is passionate about the media and entertainment industry, and he has directed two animation short films.

Dr. Kumar has trained more than 50,000 students across the globe from 153 countries (including India, Germany, United States, Spain, and Australia). His alumni have worked for national and international movies, including 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.

About the Technical Reviewer
Bhuvnesh Kumar Varshney
is an experienced senior artist with a demonstrated history of working in the - photo 4
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