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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

Importing a new 3D model

In this section, you will learn how to import a 3D model into Unreal Engine 5. You can import different types of 3D assets, the most common being .fbx and .obj files.

3D assets need to have three prerequisites to be correctly imported into Unreal Engine and ensure the best visual quality and usability. These are as follows:

  • UV map: Your model needs to have clear and non-overlapping UV maps to avoid textures and lighting issues. We can’t go through UV mapping techniques in this book, but you can read about creating UVs inside Blender at the following link: https://www.youtube.com/watch?v=Y7M-B6xnaEM. UV mapping is generally a 3D modeler’s task. Today, most of the 3D models you can download from an online library have good UVs. All the assets coming from Unreal Engine Marketplace have no UV issues, and it is the same for the Megascans Library (we will talk about that in Chapter 8).
  • Smoothing groups: You need to assign smoothing groups...

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