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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

Creating Environments with Quixel Megascans

In the preceding chapter, you learned how to initiate your initial Unreal Engine project for your virtual film. We commenced by generating Levels for both the internal and external space scenes. After, we imported 3D objects, fashioned basic shapes using the Modeling tool, and incorporated a rudimentary Material.

In this chapter, we will pick up where we left off and focus on fabricating the planet environment. Our objective is to create a vibrant landscape comprising trees, rocks, a lake, clouds, and fog. To achieve this, we will search the Unreal Engine Marketplace for complimentary environments and utilize Megascans asset packs, which can be made available for Unreal Engine 5 through Quixel Bridge.

The primary aim of this chapter is to familiarize you with the functionality of Quixel Bridge, which serves as your portal to Megascans and MetaHumans (the topic of MetaHumans will be explored in detail in Chapter 7).

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