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Unreal Engine 5 Character Creation, Animation, and Cinematics

You're reading from   Unreal Engine 5 Character Creation, Animation, and Cinematics Create custom 3D assets and bring them to life in Unreal Engine 5 using MetaHuman, Lumen, and Nanite

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Product type Paperback
Published in Jun 2022
Publisher Packt
ISBN-13 9781801812443
Length 598 pages
Edition 1st Edition
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Authors (2):
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Wilhelm Ogterop Wilhelm Ogterop
Author Profile Icon Wilhelm Ogterop
Wilhelm Ogterop
Henk Venter Henk Venter
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Henk Venter
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Toc

Table of Contents (27) Chapters Close

Preface 1. Part 1 Creating 3D Assets
2. Chapter 1: An Introduction to Blender's 3D Modeling and Sculpting Tools FREE CHAPTER 3. Chapter 2: Modeling a Robot Drone Character 4. Chapter 3: Let's Sculpt an Alien Plant! 5. Chapter 4: UV Maps and Texture Baking 6. Chapter 5: Texturing Your Models inside Quixel Mixer 7. Part 2 Building Your Virtual Movie Set in Unreal Engine 5
8. Chapter 6: Exploring Unreal Engine 5 9. Chapter 7: Setting Up Materials in UE 5 10. Chapter 8: Using MetaHuman to Create a Photorealistic Human for UE5 11. Chapter 9: Building a Virtual 3D Movie Set in UE5 12. Chapter 10: Adding Lighting and Atmospheric Visual Effects in UE5 13. Part 3 Character Rigging for Animation in UE5 with Control Rig
14. Chapter 11: Alien Plant Joint Setup in Blender 15. Chapter 12: Alien Plant Skinning in Blender 16. Chapter 13: Robot Joint Setup and Skinning in Blender 17. Chapter 14: Making a Custom Rig for Our Alien Plant with Control Rig 18. Chapter 15: Creating a Control Rig with Basic IK Controls for the Robot in UE5 19. Part 4 Animation in UE5 Using Control Rig and Sequencer
20. Chapter 16: Creating a Simple Swaying Animation Cycle in UE5 Sequencer 21. Chapter 17: Creating Three Simple Animations for the Robot in UE5 Sequencer 22. Chapter 18: Importing Motion Capture onto the MetaHuman Control Rig 23. Chapter 19: Motion Capture Editing and Cleanup Using Control Rig and Sequencer 24. Chapter 20: Using Sequencer to Construct Your Final Scene 25. Index 26. Other Books You May Enjoy

Adding secondary and tertiary forms

Now that the basic shape of the Alien Plant is complete, let's add some more details (called secondary forms in sculpting) to the upper parts of the Alien Plant:

  1. Before we get started on the secondary forms, let's smooth the shading on the model. Make sure the Alien Plant model is selected, then switch to the Layout Workspace tab. Right-click anywhere in the 3D Viewport and select Shade Smooth from the menu that opened. Now, return to the Sculpting Workspace area.
  2. Zoom into the upper part of the main trunk. Here, the plant has alien-like spore sacks that grow around the tops.
  3. Select the Inflate brush from the toolbar and set Brush Strength to 0.85.
  4. Gently brush in a circular motion until dome-like shapes form on the mesh's surface, as shown in the following screenshot. Continue sculpting more of these around the head and then move on to the other three plant heads. Try to cluster some of these domes together and...
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