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Virtual Filmmaking with Unreal Engine 5

Virtual Filmmaking with Unreal Engine 5

By : Hussin Khan
4.8 (18)
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Virtual Filmmaking with Unreal Engine 5

Virtual Filmmaking with Unreal Engine 5

4.8 (18)
By: Hussin Khan

Overview of this book

Virtual Filmmaking with Unreal Engine 5 is the first Unreal Engine book to guide you through the complete process of virtual film production. Encompassing the full spectrum of filmmaking, this book demonstrates the use of an industry-standard tool used by studios such as Disney, ILM, DNEG, and Framestore. Walking through the process systematically, you’ll collect references and create a simple storyboard to plan your shots. You'll create virtual environments, import 3D models and add materials and textures to build photorealistic, dynamic worlds. You'll also create actors using highly customizable MetaHumans, understand how to import, re-target, and animate them. You’ll bring it all together with cinematic lighting and camera animation before exporting your film. By the end of this book, you’ll have discovered new tools for your toolkit to work on your virtual film projects in Unreal Engine 5, leveraging Quixel Megascans, Lumen, Nanite, and MetaHuman technology.
Table of Contents (23 chapters)
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Free Chapter
1
Part 1:Pre-Production: Project Development and Gathering Resources
5
Part 2: Production: Creating the Environment
9
Part 3: Production: Adding and Animating Characters
13
Part 4: Production: Shooting the Scene
17
Part 5: Post-Production: Adding Post-Processing Effects and Music

Exploring the Unreal Engine user interface

In this section, we will briefly take a look at the user interface and learn how to navigate in the Viewport. Unreal Engine’s interface is divided into several key areas:

Figure 1.11: The Unreal Engine interface

Figure 1.11: The Unreal Engine interface

Let’s get to know these areas:

  1. Menu bar: This is the standard drop-down menus, which consist of File, Edit, Window, Tools, Build, Actor, and Help.
  2. Main toolbar: This area contains the most commonly used functions. This includes the Save function, the Mode Changing dropdown, the Place Actors icon, the Blueprint Creation icon, the Add Level Sequence icon, the Simulation icons, and the Launching & Packaging dropdown. Then, on the far right of the toolbar, there is the Settings dropdown.
  3. Level Viewport: This is the most prominent area of all and where you’ll be spending most of your time. It shows all the objects you have in the level.
  4. Content Drawer: By clicking...

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