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Cinematic Photoreal Environments in Unreal Engine 5. Create captivating worlds and unleash the power of cinematic tools without coding

Język publikacji: angielskim
Cinematic Photoreal Environments in Unreal Engine 5. Create captivating worlds and unleash the power of cinematic tools without coding Giovanni Visai - okladka książki

Cinematic Photoreal Environments in Unreal Engine 5. Create captivating worlds and unleash the power of cinematic tools without coding Giovanni Visai - okladka książki

Serie wydawnicze:
Practical
Ocena:
Bądź pierwszym, który oceni tę książkę
Stron:
548
Dostępne formaty:
     PDF
     ePub

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Do przechowalni

As Unreal Engine 5 continues to conquer all industries thanks to its real-time technology, UE skills are becoming more sought after than ever. This three-part book covers all the processes behind the creation of a stunning environment in UE 5.
Starting with the steps for installing the game engine and learning about its potential, you’ll quickly progress toward generating a variety of different upwards scaling outputs, each bigger than the previous one. After completing the first part and getting realistic shots of a single object, you’ll delve into the world of landscapes, procedural material and foliage, the Landmass plugin, and water tools by creating an environment using Megascan assets. At this point, you’ll know everything you need to create a fascinating and realistic environment. The final part of this book will teach you how to craft cinematic shots by working with cinematic tools, post processing, and framing tools, and by rendering a photorealistic shot in the last chapter.
By the end of this Unreal Engine book, you'll be able to create outstanding and realistic environments using the powerful tools provided by UE as well as have an understanding of the importance of filming and composition in world building.

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O autorze książki

Giovanni Visai is an Unreal Engine Specialist, Game Designer and Teacher with extensive experience in real-time projects both gaming and virtual production. During the last 5 years, he has led a team in developing interactive solutions, software and virtual production projects in Unreal Engine. In January 2023, he was selected by Epic Games to be part of the World building fellowship EMEA as TA. He teaches virtual production and gaming storytelling at some of the best universities in Italy such as Politecnico di Milano and NABA. He has an MA in screenplay and directing at Scuole Civiche Milano and a BA in Computer Generated Animation at IED Milan. He has worked in the game industry as an environment artist and Lead Artist and now works as Unreal Engine Supervisor and Mentor.

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