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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

Preparing the Robot Drone model for xNormal

Now, we need to export the Robot Drone model's high-poly and low-poly meshes so that we can bake the textures in xNormal.

There are two versions of the model to be baked: the low-poly mesh and the high-poly mesh.

Let's start by preparing the Robot Drone model's low-poly mesh first.

Preparing the low-poly mesh

In the UV unwrapping the Robot Drone model section, you separated all of your model parts. In other words now, the model parts are not attached to other model parts anymore.

We will now start to prepare the Robot Drone model's Low-Poly mesh for xNormal:

  1. Move all of the separated mesh parts away from each other so that there are small distances between them, as shown in Figure 4.12:

Figure 4.12 – The low-poly version of the Robot Drone's model parts are all moved away from each other and then triangulated

Note

The reason we're moving the mesh...

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