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Advanced 3D Asset Creation in Unreal Engine 5. Leverage Unreal Engine 5's geometry tools for professional game development and artistry Francisco Barros

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Advanced 3D Asset Creation in Unreal Engine 5. Leverage Unreal Engine 5's geometry tools for professional game development and artistry Francisco Barros - okladka książki

Advanced 3D Asset Creation in Unreal Engine 5. Leverage Unreal Engine 5's geometry tools for professional game development and artistry Francisco Barros - okladka książki

Autor:
Francisco Barros
Serie wydawnicze:
Practical
Ocena:
Bądź pierwszym, który oceni tę książkę
Unreal Engine 5's geometry tools offer unprecedented power and flexibility which enable you to create stunning 3D assets, but harnessing their full potential can be challenging. Written by a leading 3D artist and educator with over a decade of industry experience, this book helps you unleash your creative potential by showing you how to utilize these tools efficiently to create high-quality, professional-grade content that meets the demands of today's fast-paced industries.
The book familiarizes you with the basics of modeling and sculpting, and then moves to more advanced topics such as optimization, performance tuning, and procedural generation. You'll discover the artistic principles and best practices that separate great assets from merely good ones, such as using reference and concept art effectively, creating compelling material and texture combinations, and staging your assets for maximum visual impact. This comprehensive guide is filled with hands-on tutorials and real-world case studies that demonstrate how to apply your newly acquired skills to practical projects across a variety of industries and applications.
By the end of this book, you'll have a powerful toolkit of techniques and a portfolio of impressive 3D assets that showcase your mastery of UE5's geometry tools at your disposal.

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O autorze książki

Francisco Barros is a leading 3D artist and educator with over a decade of experience creating stunning visuals for games, films, and architectural visualization. From his early days as a modeler on AAA game titles to his current role as lead environment artist at a major film studio, he has consistently pushed the boundaries of what's possible with real-time 3D graphics.
He has taught 3D modeling and game art at top universities and industry conferences around the world, and his online tutorials and resources have helped countless artists take their skills to the next level. When he's not creating jaw-dropping visuals or teaching others to do the same, he explores the great outdoors with his sketchbook in hand for new ideas and inspiration.

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