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Cinematic Photoreal Environments in Unreal Engine 5

Cinematic Photoreal Environments in Unreal Engine 5

By : Giovanni Visai
4.9 (15)
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Cinematic Photoreal Environments in Unreal Engine 5

Cinematic Photoreal Environments in Unreal Engine 5

4.9 (15)
By: Giovanni Visai

Overview of this book

As Unreal Engine 5 continues to conquer all industries thanks to its real-time technology, UE skills are becoming more sought after than ever. This three-part book covers all the processes behind the creation of a stunning environment in UE 5. Starting with the steps for installing the game engine and learning about its potential, you’ll quickly progress toward generating a variety of different upwards scaling outputs, each bigger than the previous one. After completing the first part and getting realistic shots of a single object, you’ll delve into the world of landscapes, procedural material and foliage, the Landmass plugin, and water tools by creating an environment using Megascan assets. At this point, you’ll know everything you need to create a fascinating and realistic environment. The final part of this book will teach you how to craft cinematic shots by working with cinematic tools, post processing, and framing tools, and by rendering a photorealistic shot in the last chapter. By the end of this Unreal Engine book, you'll be able to create outstanding and realistic environments using the powerful tools provided by UE as well as have an understanding of the importance of filming and composition in world building.
Table of Contents (19 chapters)
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1
Part 1: Getting Started with Unreal Engine 5
9
Part 2: Environment Creation Techniques
13
Part 3: Cinematic Fundamentals and Rendering

Exploring Unreal Engine 5 Project Structure

In this chapter, we will learn how Unreal Engine works, where to find folders and files, and how levels work. You will also learn about the saving process. We will first look at how the folders are organized in the Engine and look at some important ones that will be useful for us. Next, we will learn about how to work with levels and how working with levels helps us to keep our project organized. We will then move on to understanding the saving process of the assets, and, in the end, we will know how to properly name our files so that it is easier for us to work on a particular project without getting lost.

We will cover the following topics in this chapter:

  • Discovering project folders and files
  • Working with levels
  • Understanding the saving process
  • Using a clear naming convention

By the end of this chapter, you will feel confident about the saving process, and you will know how to organize your project by dividing...

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