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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 and Applying Materials to 3D Meshes

Previously, in Chapter 4, you were briefly introduced to how to create custom Materials. Materials are vital to learn about in Unreal Engine as they determine the visual quality and realism of objects in a scene. They allow for artistic control over Textures, colors, and lighting effects, enabling you to create visually stunning environments. Additionally, understanding Materials helps optimize performance and enables interactive gameplay mechanics.

The primary aim of this chapter is to familiarize you with creating basic Textures and Materials and applying them to 3D meshes. However, it’s important to note that we won’t be doing a deep dive into learning and creating complex Materials – that’s a book by itself, and we’ve got a film to finish!

In this chapter, you will be exposed to Unreal Engine’s real-time Material and Texture capabilities, the physically based rendering (PBR) workflow, and...

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