This is the code repository for Unreal Engine 5 Character Creation, Animation and Cinematics, published by Packt.
Create custom 3D assets and bring them to life in Unreal Engine 5 using MetaHuman, Lumen, and Nanite
Flutter is a UI toolkit for building beautiful, natively compiled applications for mobile, web, desktop, and embedded devices from a single codebase. With Flutter, you can write your code once and run it anywhere using a single codebase to target multiple platforms. This book is a comprehensive, project-based guide for new and emerging Flutter developers that will help empower you to build bulletproof applications.
This book covers the following exciting features:
- 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
- Prepare 3D assets for animation and import them into UE5
- 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
If you feel this book is for you, get your copy today!
Following is what you need for this book: This book is for software developers with a good grasp of Flutter, who want to learn best practices and techniques for building clean, intuitive UIs using a single codebase for mobile and the web. Prior experience with Flutter, Dart, and object-oriented programming (OOP) will help you understand the concepts covered in the book.
With the following software and hardware list you can run all code files present in the book (Chapter 1-20).
Chapter | Software required | OS required |
---|---|---|
1-20 | blender | Windows, Mac OS X, and Linux (Any) |
1-20 | unreal engine 5 | Windows, Mac OS X, and Linux (Any) |
We also provide a PDF file that has color images of the screenshots/diagrams used in this book. Click here to download it.
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Game Development Projects with Unreal Engine [Packt] [Amazon]
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Blueprints Visual Scripting for Unreal Engine 5 [Packt] [Amazon]
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 Studio Rare, Sumo Digital, and Eurocom Entertainment. 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, 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 game studios. Raven Software, Deep Silver, Travelers Tales Fusion, Eurocom Entertainment Software, 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, LEGO Movie Videogame, LEGO Legends of Chima, LEGO Lord of the Rings, LEGO City Undercover, Rio (Blue Sky Studios) Game, GoldenEye 007, Vancouver 2010 - 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.