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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

Fixing problem areas

From time to time, every 3D sculptor will encounter some common 3D sculpting issues. Let's look at how to fix some of these now.

Flattening an area of the mesh

Since you are sculpting the base of the trunk, parts of the geometry will move below the floor grid level. As seen to the left of the following screenshot, the base of the trunk is dipping below the dotted line.

To correct this, there is a handy tool in the 3D sculpting toolset called the Line Project brush. Let's learn how to use it:

  1. With the Line Project brush selected, left-click and start to draw a line from the left toward the right-hand side.
  2. Hold Ctrl while drawing to snap the line at an angle that's parallel to the floor grid.
  3. Release the left mouse button once you have drawn the line past the base of the trunk. The overhanging part of the mesh will now be flattened out. You may have noticed that the area below the line is shaded darker than the area above...
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