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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

Understanding texture baking

Texture baking is a process by which the xNormal software (I will cover xNormal in the Introduction to xNormal section) takes certain aspects from the surface of the high-poly model and then projects those aspects onto the surface of the low-poly model, to create new texture maps. These new texture maps can be used in procedural texturing software, such as Quixel Mixer.

Note

We will cover the use of Quixel Mixer in Chapter 5, Texturing Your Models inside Quixel Mixer.

The end result of the texture baking process is a texture map that holds information about various aspects of the high-poly model. For example, some of these aspects include the degree of sharpness of the edges of the model or information about fine geometric details on the high-poly model.

In xNormal, we can choose which aspects from the high-poly model we want to bake into a texture map. For our tutorial, we will bake three of these texture maps. The three texture maps that...

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