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Procedural Content Generation with Unreal Engine 5. Harness the PCG framework to take your environment design and art skills to the next level Paul Martin Eliasz

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Procedural Content Generation with Unreal Engine 5. Harness the PCG framework to take your environment design and art skills to the next level Paul Martin Eliasz - okladka książki

Procedural Content Generation with Unreal Engine 5. Harness the PCG framework to take your environment design and art skills to the next level Paul Martin Eliasz - okladka książki

Autor:
Paul Martin Eliasz
Serie wydawnicze:
Practical
Ocena:
Bądź pierwszym, który oceni tę książkę
Stron:
488
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In the ever-evolving world of games and virtual production, mastering procedural content generator (PCG) opens the door to endless creative possibilities. This book takes you deeper into the realm of procedurally generated environments and assets by showing you how to use the PCG framework integrated into Unreal Engine 5.4 and helping you build the skills to surpass traditional methods and create cutting-edge projects with unparalleled efficiency.
This book guides you through the complete level design and tools production pipeline using open-source software. Whether you’re an aspiring technical artist or level designer in real-time visualization and game production, you’ll benefit from following the step-by-step, beginner-friendly approach to crafting custom levels, from jungles to cities, and incorporating 3D assets from libraries such as Quixel or Sketchfab. Next, you’ll get to grips with data preparation, construct a PCG graph to populate assets in your environment, and apply these methods to optimize your projects. You’ll understand how this process enhances your PCG tools, elevating their capacity to improve the quality of your levels.
By the end of this book, you’ll be able to seamlessly integrate different elements in Unreal Engine 5, empowering you to create your own PCG tools and transform your game development experience.

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O autorze książki

Paul Martin Eliasz is an experienced Senior Technical Artist, Educator, and Consultant, with a 12-year background experience in 3D CGI and real-time game engine expertise. He leads his own studio, specialising in the development of 3D gamified applications tailored for web streaming (pixel streaming), VR, Virtual Production, XR, and various computer platforms. Throughout his career, he has contributed to multiple projects for esteemed clients such as Netflix and Bentley, and has provided consulting services to various companies and studios, including Outernet Global and PureWeb. Currently, he is actively involved in mentoring and educating for CG Spectrum, Mastered, CAVE Academy, Symetri(Bentley, Dyson) and Epic Games EMEA. Additionally, he occasionally conducts educational sessions in universities across the UK and creates customised educational content for aspiring Unreal Artists and Unreal Tech Artists who want to work in Virtual Production space and film industry.

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