Spans | Creating High-Quality Vegetation for Games | Buch | 978-1-032-78564-6 | www.sack.de

Buch, Englisch, 212 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 330 g

Spans

Creating High-Quality Vegetation for Games


1. Auflage 2025
ISBN: 978-1-032-78564-6
Verlag: CRC Press

Buch, Englisch, 212 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 330 g

ISBN: 978-1-032-78564-6
Verlag: CRC Press


This is a start-to-finish guide on how to build high-quality vegetation for video games. This book gives readers the fundamentals of the craft and the skills needed to confidently create natural environments.

Chapters cover everything from planning and gathering references, creating natural-looking ground cover with lots of variety, and building trees procedurally, to setting up a realistic wind shader before combining all assets into a scene in Unreal Engine 5.

This book will be of interest to all beginner and aspiring environment and vegetation artists looking to learn how to create high-quality vegetation, as well as more experienced artists looking to hone their craft.

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Zielgruppe


Professional Practice & Development


Autoren/Hrsg.


Weitere Infos & Material


Chapter 1 Introduction, Chapter 2 Planning and Gathering References, Chapter 3 Creating Ground Cover, Chapter 4 Setting up in Unreal Engine, Chapter 5 Photogrammetry Explained, Chapter 6 Creating a Tree Procedurally, Chapter 7 Setting up a Wind Material, Chapter 8 Building a Scene


Chico Spans embarked on his journey into the industry in 2010, dedicating four years to his studies at Grafisch Lyceum Utrecht. After this education, he worked at Sticky Studios for a year, contributing to projects for renowned clients such as Warner Bros. and Disney.

His educational journey progressed at Breda University of Applied Sciences, where he seamlessly blended academic endeavors with freelance vegetation work on PlayerUnknown’s Battlegrounds (PUBG). This endeavor proved fruitful, as the game soared to become one of the best-selling PC games, generating over $14 billion in revenue and selling 75 million units in software sales.

Expanding his horizons, Chico relocated to the UK and joined Playground Games to work on Forza Horizon 4. The title earned critical acclaim, winning a BAFTA award and a stellar score of 92 on Metacritic.

A new chapter unfolded as Chico pursued a career as a Vegetation Artist at Ubisoft Massive, where he worked on the highly anticipated Avatar: Frontiers of Pandora, which, upon release, was seen as one of the best-looking games of the year.

At the time of writing this book, Chico is employed at Epic Games, which is commonly known for Fortnite and creating the Unreal Engine. Within the company, Chico is actively engaged in various internal initiatives, pushing the boundaries of technology and elevating the quality of photorealistic plants and trees.

Beyond his professional pursuits, Chico is a Mentor at Vertex School, providing guidance and coaching to diverse students. He has also developed a comprehensive Vegetation course, available on the school’s website.

Chico’s extensive experience in the industry, spanning nearly a decade and with a specific focus on vegetation art for the past six years, positions him as a qualified author for this book.

As a frontline innovator, he continually pioneers new techniques aligned with the latest technology. Drawing from personal and professional experiences, Chico brings a wealth of knowledge to guide and mentor individuals within the industry.



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