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Cinematic Photoreal Environments in Unreal Engine 5

You're reading from   Cinematic Photoreal Environments in Unreal Engine 5 Create captivating worlds and unleash the power of cinematic tools without coding

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Product type Paperback
Published in May 2024
Publisher Packt
ISBN-13 9781803244112
Length 548 pages
Edition 1st Edition
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Author (1):
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Giovanni Visai Giovanni Visai
Author Profile Icon Giovanni Visai
Giovanni Visai
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Table of Contents (19) Chapters Close

Preface 1. Part 1: Getting Started with Unreal Engine 5
2. Chapter 1: Creating Your First Project in Unreal Engine 5 FREE CHAPTER 3. Chapter 2: Navigating through the Unreal Engine 5 Interface 4. Chapter 3: Exploring Unreal Engine 5 Project Structure 5. Chapter 4: Importing and Working with Assets 6. Chapter 5: Mastering Materials and Shading 7. Chapter 6: Illuminating Your World with Lighting 8. Chapter 7: Exploring Nanite, RVTs, and the World Partition Tool 9. Part 2: Environment Creation Techniques
10. Chapter 8: Utilizing the Megascans Library 11. Chapter 9: Mastering Landscape and Terrain 12. Chapter 10: Creating Diverse Environments with Plugins 13. Part 3: Cinematic Fundamentals and Rendering
14. Chapter 11: Crafting Cinematic Shots with Cameras and a Sequencer 15. Chapter 12: Enhancing Scenes with Post-Processing and Niagara 16. Chapter 13: Rendering and Exporting Cinematic Shots 17. Index 18. Other Books You May Enjoy

Using a clear naming convention

Unreal Engine projects grow in size quickly. Creating a massive environment or a game with a lot of different environments inside it requires a lot of actors of all kinds. In Chapter 5, we will learn, for example, that a basic material has at least three textures and that you can have hundreds of material instances, lights, and volumes. All of them are on the same projects or on the same level.

The only way to work in a faster and more relaxed way is to adopt a strong and clear naming convention starting from the beginning of the projects.

First, you need to create some folders and name them in a proper way. To create a folder, right-click in the Content Browser, select New Folder, and create the following folders:

  • Assets: Populate this folder with 3D models
  • Textures: Populate this folder with textures (any kind)
  • Material: Populate this folder with materials.
  • Maps: Populate this folder with levels.
  • Cinematics: Populate this...
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