Virtual Filmmaking with Unreal Engine 5 (eBook)
480 Seiten
Packt Publishing Limited (Verlag)
978-1-80181-633-5 (ISBN)
Virtual Filmmaking with Unreal Engine 5 is the first Unreal Engine book to guide you through the complete process of virtual film production. Encompassing the full spectrum of filmmaking, this book demonstrates the use of an industry-standard tool used by studios such as Disney, ILM, DNEG, and Framestore.
Walking through the process systematically, you'll collect references and create a simple storyboard to plan your shots. You'll create virtual environments, import 3D models and add materials and textures to build photorealistic, dynamic worlds. You'll also create actors using highly customizable MetaHumans, understand how to import, re-target, and animate them. You'll bring it all together with cinematic lighting and camera animation before exporting your film.
By the end of this book, you'll have discovered new tools for your toolkit to work on your virtual film projects in Unreal Engine 5, leveraging Quixel Megascans, Lumen, Nanite, and MetaHuman technology.
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Preface
Virtual Filmmaking with Unreal Engine 5 is the first Unreal Engine book to guide you through the complete process of virtual film production. Encompassing the full spectrum of filmmaking, this book demonstrates the use of an industry-standard tool used by studios such as Disney, Industrial Light & Magic, DNEG (formerly known as Double Negative), and Framestore.
Walking through the process systematically, you’ll first collect references and create a simple storyboard to plan your shots and then begin to create virtual environments, importing 3D models and adding materials and textures to create photorealistic, dynamic worlds. Then, you’ll learn how to create actors using highly customizable MetaHumans, mastering their import, retargeting, and animation. Finally, you’ll bring it all together with cinematic lighting and camera animation, before exporting your film.
By the end of this book, you’ll have honed your skills, discovered new tools for your toolkit, and gained the confidence to work on your virtual film projects using only Unreal Engine 5, leveraging Quixel Megascans, Lumen, Nanite, and MetaHuman technology.
Who this book is for
If you are a beginner to intermediate filmmaker, 3D artist, animator, visual effects artist, or virtual production professional with some basic knowledge of Unreal Engine, and are looking to delve into making virtual films and animations, then this book is for you.
You would benefit from having some experience of Unreal Engine, but a deep working knowledge is not required, as activities will introduce the relevant tools and features when needed.
What this book covers
In Chapter 1, Getting Started with Unreal Engine, you’ll delve into the fundamentals of Unreal Engine 5, laying the groundwork for your creative endeavors.
Chapter 2, Understanding the Principles of Photography, Film Cameras, and Lenses, demystifies the principles of photography, film cameras, and lenses, providing a solid foundation for visual storytelling.
In Chapter 3, Understanding the Art of Storytelling and Creating Your Storyboard, you will explore the art of storytelling and learn how to bring your ideas to life through the creation of a compelling storyboard.
In Chapter 4, Importing 3D Objects and Creating Levels, you will be guided through the process of importing 3D objects and crafting levels, enhancing your ability to shape virtual worlds.
In Chapter 5, Creating Environments with Quixel Megascan, you will be introduced to the powerful tool Quixel Megascan, with a demonstration on how to create photorealistic environments using photogrammetry 3D objects.
In Chapter 6, Creating and Applying Materials to 3D Meshes, you will learn to harness the art of crafting and applying materials to 3D objects.
In Chapter 7, Creating Actors with Unreal Engine MetaHumans, you will explore the creation of actors using Unreal Engine MetaHumans, unlocking the potential to craft lifelike characters.
In Chapter 8, Retargeting the MetaHumans for Unreal Engine 5, you will discover the intricacies of retargeting MetaHumans for animation, ensuring seamless integration into your virtual world.
In Chapter 9, Adding Animations and Facial Expressions to Your MetaHuman Characters, you will add mocap animations and expressive facial features to your MetaHuman characters, enhancing the depth and realism of your digital narratives.
In Chapter 10, Adding and Animating Virtual Cameras Using the Level Sequencer, you will learn the art of adding and animating virtual cameras using the Sequencer, enabling you to craft dynamic and visually compelling scenes.
In Chapter 11, Enhancing Set Dressing, Retiming Shots, and Adding Niagara Particles, you will elevate your storytelling by enhancing set dressing, retiming shots, and incorporating Niagara particles for added visual impact.
In Chapter 12, Setting the Mood with Lighting and Post-Processing Effects, you will uncover the art of setting the mood with lighting and post-processing effects, bringing a nuanced atmosphere to your virtual world.
In Chapter 13, Exploring Color Management, Additional Camera Settings, and Rendering Your Shots, you’ll explore the intricacies of color management, fine-tuning additional camera settings, and executing the rendering process to bring your film to life.
In Chapter 14, Adding Sound and Finalizing Your Virtual Film, you’ll acquire the art of editing, seamlessly incorporating sound effects and music to elevate your project. The chapter concludes with the essentials needed to export your film.
To get the most out of this book
| Software/hardware covered in the book | Operating system requirements |
| Unreal Engine 5.2 | Windows 10/11 |
| Blackmagic DaVinci Resolve 18 | Windows 10/11, macOS, or Linux |
| Blender 3.5 (if you want to follow the Appendix) | Windows 10/11, macOS, or Linux |
Download the project files
You can download the project files for this book from the following link: https://packt.link/gbz/9781801813808. If there’s an update to the project files, it will be updated at the link as well.
For any help or support, you can join the author on the book’s Discord channel: https://discord.com/invite/QbCS2ed2bs
Conventions used
There are a number of text conventions used throughout this book.
Bold: Indicates a new term, an important word, or words that you see on screen. For instance, words in menus or dialog boxes appear in bold. Here is an example: “Now, drag DirectionalLight into the Sequencer. Then, click the + Track button on the DirectionalLight track and choose LightComponent0.”
Tips or important notes
Appear like this.
Get in touch
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| Erscheint lt. Verlag | 1.3.2024 |
|---|---|
| Vorwort | HaZ Dulull |
| Sprache | englisch |
| Themenwelt | Kunst / Musik / Theater ► Fotokunst |
| Sachbuch/Ratgeber ► Freizeit / Hobby ► Fotografieren / Filmen | |
| Sachbuch/Ratgeber ► Freizeit / Hobby ► Sammeln / Sammlerkataloge | |
| Informatik ► Grafik / Design ► Film- / Video-Bearbeitung | |
| Mathematik / Informatik ► Informatik ► Programmiersprachen / -werkzeuge | |
| Informatik ► Software Entwicklung ► User Interfaces (HCI) | |
| Mathematik / Informatik ► Informatik ► Web / Internet | |
| ISBN-10 | 1-80181-633-6 / 1801816336 |
| ISBN-13 | 978-1-80181-633-5 / 9781801816335 |
| Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
| Haben Sie eine Frage zum Produkt? |
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