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Henk Venter - 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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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: summary, description and annotation

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Get to grips with the base workflow and create your own cinematic scenes in UE5 by learning to develop the main elements, animate, and combine them into a complete rendered movie scene with the help of key images printed in color

Key Features
  • Perform your entire rigging and animation workflow inside Unreal Engine 5 using Control Rig tools
  • Create hand-keyed animations and clean up motion capture natively in Unreal Engine
  • Learn the basics of creating 3D assets and customizing a MetaHuman for your movie needs
Book Description

Unreal Engine 5 (UE5) offers beginners and seasoned professionals the ability to create detailed movie scenes with realistic human characters using MetaHuman and combine it with custom props and environments. It also comes with built-in industry standard animation tools to develop such scenes in a fraction of the time compared to old methods. This book takes you through the entire 3D movie production pipeline using free (open - source) software.

By following the step-by-step, beginner-friendly tutorials in this book, youll learn how to create your own custom 3D assets in Blender and texture these 3D assets in Quixel Mixer. Next, youll take these completed 3D assets into Unreal Engine 5 and use them to build a virtual 3D movie set for your 3D movie. Youll also populate your 3D movie set by using Quixel MegaScans assets and create and customize your own photorealistic human character using MetaHuman Creator and UE5. As you advance, youll discover how to rig, skin, and animate these 3D assets and characters using Blender and UE5s new Control Rig. Finally, youll explore the process of setting up your movie cameras and animation sequences and rendering your 3D movie using UE5s Sequencer.

By the end of this Unreal Engine book, youll have learned how to combine different elements in UE5 to make your own movies and cinematics.

What you will learn
  • Create, customize, and use a MetaHuman in a cinematic scene in UE5
  • Model and texture custom 3D assets for your movie using Blender and Quixel Mixer
  • Use Nanite with Quixel Megascans assets to build 3D movie sets
  • Rig and animate characters and 3D assets inside UE5 using Control Rig tools
  • Combine your 3D assets in Sequencer, include the final effects, and render out a high-quality movie scene
  • Light your 3D movie set using Lumen lighting in UE5
Who this book is for

This book is for beginners to Unreal Engine or 3D animation and art in general who want to learn the entire process of creating 3D movies with Unreal Engine 5. Experienced 3D artists and animators new to UE5 will also find this book invaluable as it covers cutting-edge techniques for making real-time 3D movies using Unreal Engine, Blender, Quixel Mixer, and Quixel Bridge. Although prior experience with 3D software is not necessary, it will be helpful in understanding the concepts more easily.

Table of Contents
  1. An Introduction to Blenders 3D Modeling and Sculpting Tools
  2. Modeling a Robot Drone Character
  3. Lets Sculpt an Alien Plant!
  4. UV Maps and Texture Baking
  5. Texturing Your Models inside Quixel Mixer
  6. Exploring Unreal Engine 5
  7. Setting Up Materials in UE 5
  8. Using MetaHuman to Create a Photorealistic Human for UE5
  9. Building a Virtual 3D Movie Set in UE5
  10. Adding Lighting and Atmospheric Visual Effects in UE5
  11. Alien Plant Joint Setup in Blender
  12. Alien Plant Skinning in Blender
  13. Robot Joint Setup and Skinning in Blender
  14. Making a Custom Rig for Our Alien Plant with Control Rig
  15. Creating a Control Rig with Basic IK Controls for a Robot in UE5

(N.B. Please use the Look Inside option to see further chapters)

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Unreal Engine 5 Character Creation Animation and Cinematics Create custom 3D - photo 1
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

Henk Venter

Wilhelm Ogterop

BIRMINGHAMMUMBAI Unreal Engine 5 Character Creation Animation and Cinematics - photo 2

BIRMINGHAMMUMBAI

Unreal Engine 5 Character Creation, Animation, and Cinematics

Copyright 2022 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the authors, nor Packt Publishing or its dealers and distributors, will be held liable for any damages caused or alleged to have been caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

Group Product Manager: Rohit Rajkumar

Publishing Product Manager: Nitin Nainani

Senior Editor: Keagan Carneiro

Content Development Editor: Abhishek Jadhav

Technical Editor: Saurabh Kadave

Copy Editor: Safis Editing

Project Coordinator: Rashika Ba

Proofreader: Safis Editing

Indexer: Manju Arasan

Production Designer: Ponraj Dhandapani

Marketing Coordinator: Teny Thomas

First published: June 2022

Production reference: 1300622

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham

B3 2PB, UK.

ISBN 978-1-80181-244-3

www.packt.com

I dedicate this book to the memory of my mother and father, Margaret and Daniel, who encouraged me to follow in my mother's footsteps to become a professional artist.

Henk Venter

To my dad, Tiemen Ogterop, who was my rock of stability and always supported me unconditionally in any way he could. You had so much love to give. To my mum, who had fire in her belly and refused to give up during my childhood health problems. I owe you both the happy life I've had the privilege to experience. To my wife, June, and my daughter, Mila, who gave up some family time with her daddy so that he can teach others through this book. I love you to the end of time.

Wilhelm Ogterop

Contributors
About the authors

Henk Venter is a senior 3D character artist with 22 years of experience in the 3D computer graphics industry. He is currently running his own 3D art production studio. He was the principal character artist at THQ Studio Australia and senior character artist at Electronic Arts in Montreal, Canada.

In the UK, he worked for Microsoft's Rare studio, Sumo Digital, and Eurocom . He has worked on multiple projects throughout his career, such as Army of Two, Crackdown 3, Batman Begins, Kinect Sports: Rivals, Battleship, Megamind: Ultimate Showdown, and Boogie, to name a few.

Wilhelm Ogterop has 24 years of experience in the 3D computer graphics industry and has worked as a character animator and lead animator for several UK and international game studios. Raven Software, Deep Silver, TT Fusion, Eurocom Entertainment, Instinct Games, Entrada Interactive, and Headfirst Productions are among the studios for which he has worked on-site and as a contractor.

Throughout his career, he has worked on a variety of interesting projects, including Call of Duty: Black Ops III (2015), Call of Duty: Infinite Warfare (2015), Homefront: The Revolution (2016), Deadspace Extraction, Miscreated, The LEGO Movie Videogame, LEGO Legends of Chima, LEGO Lord of the Rings, LEGO City Undercover, Rio (Blue Sky Studios), GoldenEye 007, Vancouver 2010 (the official video game of the Olympic Winter Games), James Bond: Quantum of Solace, The Mummy 3: Tomb of the Dragon Emperor, Pirates of the Caribbean: At World's End, Call of Cthulhu: Dark Corners of the Earth, and other unpublished projects.

About the reviewer

Varun Kumar Gupta is a junior technical artist at Technicolor Creative Studios. He is an accomplished 3D generalist and programmer and enjoys using his skills to contribute to the exciting technological advances that happen every day at Technicolor. He likes to spend his time contributing to open source, procedural content generation, and computer graphics as much as possible. He also works as a freelancer, dealing in concept art, short films, and 2D art whenever time permits. He graduated from Bennett University in 2022 with a bachelor's degree in computer science engineering. In his free time, he likes to draw, learn music (guitar and piano), and play video games.

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