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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

Defining surfaces for Material ID application

In this section, we will identify surfaces we would like to assign the materials to. In Blender, this is a very straightforward task. I have identified a few, as shown in Appendix Figure 4:

Appendix Figure 4: Material ID parts for the cryo-chamber

Appendix Figure 4: Material ID parts for the cryo-chamber

There are nine parts of the cryo-pod that you will need to create Material IDs for. Although I do not recommend applying this many materials to an object due to draw calls, we will use this as a practice-makes-perfect scenario. The more practice you get, the better you will remember how to do it.

Let’s continue with the process:

  1. With the 3D object still open and selected in Blender (it should have an orange outline), in the Outliner, select the Bed object. In the Properties panel, click the Material Properties icon (beach ball icon), then rename lambert1 to Bed:
Appendix Figure 5: Renaming materials for all objects

Appendix Figure 5: Renaming materials for all objects

...

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