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Unreal Engine 5 Character Creation, Animation, and Cinematics

Unreal Engine 5 Character Creation, Animation, and Cinematics

By : Venter, Ogterop
4.7 (16)
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Unreal Engine 5 Character Creation, Animation, and Cinematics

Unreal Engine 5 Character Creation, Animation, and Cinematics

4.7 (16)
By: Venter, Ogterop

Overview of this book

Unreal Engine 5 (UE5) offers beginners and seasoned professionals the ability to create detailed movie scenes with realistic human characters using MetaHuman and combine it with custom props and environments. It also comes with built-in industry standard animation tools to develop such scenes in a fraction of the time compared to old methods. This book takes you through the entire 3D movie production pipeline using free (open - source) software. By following the step-by-step, beginner-friendly tutorials in this book, you'll learn how to create your own custom 3D assets in Blender and texture these 3D assets in Quixel Mixer. Next, you'll take these completed 3D assets into Unreal Engine 5 and use them to build a virtual 3D movie set for your 3D movie. You'll also populate your 3D movie set by using Quixel MegaScans assets and create and customize your own photorealistic human character using MetaHuman Creator and UE5. As you advance, you'll discover how to rig, skin, and animate these 3D assets and characters using Blender and UE5's new Control Rig. Finally, you'll explore the process of setting up your movie cameras and animation sequences and rendering your 3D movie using UE5's Sequencer. By the end of this Unreal Engine book, you'll have learned how to combine different elements in UE5 to make your own movies and cinematics.
Table of Contents (27 chapters)
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1
Part 1 Creating 3D Assets
7
Part 2 Building Your Virtual Movie Set in Unreal Engine 5
13
Part 3 Character Rigging for Animation in UE5 with Control Rig
19
Part 4 Animation in UE5 Using Control Rig and Sequencer

Blocking out your model

Blocking out means creating a mesh of the "rough approximate shape" of the model you want to sculpt. It can be created from low-resolution (low geometric density) meshes to create a base for the 3D sculpture.

In the next section, you will use the Cube mesh that has been prepared for you and extrude it into the shape of the Alien Plant.

Extruding and duplicating mesh parts

Now that you have loaded the Blender file containing the Cube mesh and reference image, we need to convert this Cube mesh into the rough approximated shape of the Alien Plant.

The easiest way to do this is by using the Extrude function on the Cube mesh's faces. We will do this in small incremental steps so that we can modify the position, rotation, and scale of the newly created geometry each time that we perform an extrusion. Let's get started:

  1. Select the very top face of your Cube mesh.
  2. Press E to extrude this face upward. Only extrude it by a small...
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