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VR Integrated Heritage Recreation - by  Abhishek Kumar (Paperback) - 1 of 1

VR Integrated Heritage Recreation - by Abhishek Kumar (Paperback)

$59.99

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About this item

Highlights

  • Create assets for history-based games.
  • About the Author: Dr. Abhishek Kumar is Assistant Professor in the Department of Computer Science at the Institute of Science at Banaras Hindu University.
  • 332 Pages
  • Computers + Internet, Programming

Description



Book Synopsis



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



From the Back Cover



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.
You will:
  • 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



About the Author



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.

Dimensions (Overall): 9.21 Inches (H) x 6.14 Inches (W) x .73 Inches (D)
Weight: 1.08 Pounds
Suggested Age: 22 Years and Up
Number of Pages: 332
Genre: Computers + Internet
Sub-Genre: Programming
Publisher: Apress
Theme: Games
Format: Paperback
Author: Abhishek Kumar
Language: English
Street Date: July 26, 2020
TCIN: 1011990109
UPC: 9781484260760
Item Number (DPCI): 247-19-6645
Origin: Made in the USA or Imported
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Shipping details

Estimated ship dimensions: 0.73 inches length x 6.14 inches width x 9.21 inches height
Estimated ship weight: 1.08 pounds
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Q: What is the main focus of the book?

submitted by AI Shopping Assistant - 2 days ago
  • A: The book focuses on creating historically accurate game assets for history-based games.

    submitted byAI Shopping Assistant - 2 days ago
    Ai generated

Q: Which game engine is used for visualizations?

submitted by AI Shopping Assistant - 2 days ago
  • A: Unreal Engine 4 is used to create visualizations and integrate assets in the book.

    submitted byAI Shopping Assistant - 2 days ago
    Ai generated

Q: What software is used for creating VR-ready assets?

submitted by AI Shopping Assistant - 2 days ago
  • A: Blender is used for modeling and unwrapping VR-ready assets in this book.

    submitted byAI Shopping Assistant - 2 days ago
    Ai generated

Q: Who is the target audience for this book?

submitted by AI Shopping Assistant - 2 days ago
  • A: The book is aimed at game developers with some experience interested in VR-based games.

    submitted byAI Shopping Assistant - 2 days ago
    Ai generated

Q: What techniques are covered for texturing assets?

submitted by AI Shopping Assistant - 2 days ago
  • A: The book covers texturing techniques using Substance Painter and Quixel Megascans.

    submitted byAI Shopping Assistant - 2 days ago
    Ai generated

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