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Virtual Filmmaking with Unreal Engine 5

You're reading from   Virtual Filmmaking with Unreal Engine 5 A step-by-step guide to creating a complete animated short film

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Product type Paperback
Published in Feb 2024
Publisher Packt
ISBN-13 9781801813808
Length 480 pages
Edition 1st Edition
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Author (1):
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Hussin Khan Hussin Khan
Author Profile Icon Hussin Khan
Hussin Khan
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Table of Contents (23) Chapters Close

Preface 1. Part 1:Pre-Production: Project Development and Gathering Resources
2. Chapter 1: Getting Started with Unreal Engine FREE CHAPTER 3. Chapter 2: Understanding the Principles of Photography, Film Cameras, and Lenses 4. Chapter 3: Understanding the Art of Storytelling and Creating Your Storyboard 5. Part 2: Production: Creating the Environment
6. Chapter 4: Importing 3D Objects and Creating Levels 7. Chapter 5: Creating Environments with Quixel Megascans 8. Chapter 6: Creating and Applying Materials to 3D Meshes 9. Part 3: Production: Adding and Animating Characters
10. Chapter 7: Creating Actors with Unreal Engine MetaHumans 11. Chapter 8: Retargeting the MetaHumans for Unreal Engine 5 12. Chapter 9: Adding Animations and Facial Expressions to Your MetaHuman Characters 13. Part 4: Production: Shooting the Scene
14. Chapter 10: Adding and Animating Virtual Cameras Using the Level Sequencer 15. Chapter 11: Enhancing Set Dressing, Retiming Shots, and Adding Niagara Particles 16. Chapter 12: Setting the Mood with Lighting and Adding Post-Processing Effects 17. Part 5: Post-Production: Adding Post-Processing Effects and Music
18. Chapter 13: Exploring Color Management, Additional Camera Settings, and Rendering Your Shots 19. Chapter 14: Adding Sound and Finalizing Your Virtual Film 20. Index 21. Other Books You May Enjoy Appendix: Creating Material IDs Using Blender

Creating Environments with Quixel Megascans

In the preceding chapter, you learned how to initiate your initial Unreal Engine project for your virtual film. We commenced by generating Levels for both the internal and external space scenes. After, we imported 3D objects, fashioned basic shapes using the Modeling tool, and incorporated a rudimentary Material.

In this chapter, we will pick up where we left off and focus on fabricating the planet environment. Our objective is to create a vibrant landscape comprising trees, rocks, a lake, clouds, and fog. To achieve this, we will search the Unreal Engine Marketplace for complimentary environments and utilize Megascans asset packs, which can be made available for Unreal Engine 5 through Quixel Bridge.

The primary aim of this chapter is to familiarize you with the functionality of Quixel Bridge, which serves as your portal to Megascans and MetaHumans (the topic of MetaHumans will be explored in detail in Chapter 7).

We will be covering...

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