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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

UV unwrapping the Alien Plant model

We will start our journey of learning about UV maps by UV unwrapping the Alien Plant model. Before we can start, we need to prepare the mesh's shading. In the next section, we will do just that.

Fixing shading issues

Import the Alien Plant model from the directory that you used when you completed the Using Instant Meshes for Auto-Retopology section of Chapter 3, Let's Sculpt an Alien Plant!.

Note

Low-poly describes a low-resolution mesh (that is, low geometric detail). Similarly, the term high-poly describes a high-resolution mesh (that is, dense geometric detail).

Open the low-poly Alien Plant model in Blender and switch to Edit Mode with Edge Selection mode turned on. You will notice that parts of the mesh's edges are displayed in a turquoise color. This is because we've imported the model as a .obj file from Instant Meshes, and some edges are set to display as sharp. Fortunately, there is a very easy way to fix...

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