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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

Working with levels

In this section, we will learn how to create a level, how to save it, and understand how working with multiple levels is the best workflow to achieve massive environments.

A level is all or a part of your world. A game is usually divided into multiple levels with various kinds of transitions between them. Sometimes, there are no transitions at all, and levels are loaded seamlessly during the game or during a cinematic. Levels contain everything we can see in our game. In your case, everything you can see in your cinematic environment. A level can contain static mesh actors (3D models) such as trees, buildings, or a vehicle; lighting actors; landscapes; skeletal mesh actors (animated assets) such as characters; sounds; visual effects such as a particle system; volumes and any kind of utilities that improve the visual quality of your project; and cameras and level sequences. It also includes blueprints and code assets. A level is like a snowball where you can see...

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