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    1. Data och IT
    2. Digital livsstil och datorspel

    Building Open World Landscapes with Unreal Engine 5

    Create stunning open world environments with foliage, lighting, and materials in UE5

    AvDavid Ignacio García,Ramón Olivero

    Häftad, Engelska, 2025

    698 kr

    Beställningsvara. Skickas inom 5-8 vardagar. Fri frakt över 249 kr.

    Beskrivning

    Discover step-by-step workflows for creating immersive open world landscapes in Unreal Engine 5 using terrain sculpting, foliage painting, and post-processing with a professional finishFree with your book: DRM-free PDF version + access to Packt's next-gen Reader*Key FeaturesEnhance your digital artistry and design skills to craft breathtaking open worldsLearn terrain sculpting, foliage painting, and lighting to set the mood and realismOptimize basic scenes to ensure smooth performance in gameplayPurchase of the print or Kindle book includes a free PDF eBookBook DescriptionCreating expansive open worlds in Unreal Engine 5 (UE5) can be daunting, especially if you’re just starting out. In this practical guide, the authors leverage their vast experience to break down the essential tools and workflows needed to design immersive environments with ease.The book guides you step by step through sculpting landscapes, painting foliage, setting up lighting, and applying post-processing effects to elevate your outdoor scenes. The chapters will walk you through the UE5 interface and core tools such as Landscape Mode, Foliage Mode, and related features. You’ll also sculpt terrain that evokes emotion in practical projects, design materials that bring surfaces to life, and create lush foliage to transform your landscapes into vibrant ecosystems. You’ll explore level design techniques, world composition, and World Partition for seamless integration of large environments. You’ll enhance visual fidelity with real-time lighting and post-processing techniques and gain the skills to optimize your creations for smooth performance.By the end of this UE5 book, you’ll have the confidence and technical foundation to create stylized and realistic outdoor environments and continue refining your UE5 skills.*Email sign-up and proof of purchase requiredWhat you will learnSet up UE5 projects with structured folders and naming conventionsManage levels, layers, and assets across your UE5 projectsBuild your terrain-sculpting skills to shape your virtual landscapeApply lighting to enhance mood and environmental realismUse textures and shaders to create detailed materialsUtilize Nanite for high-performance asset renderingAdd post-processing to unify mood and visual appealUse Blueprints to prototype tools and test scenesWho this book is forThis book is for aspiring environment artists, level designers, game development students, and hobbyists who want to learn how to build open world landscapes in Unreal Engine 5. It’s ideal for beginners entering the Unreal ecosystem and seeking a structured, practical approach to landscape creation, foliage workflows, lighting, and post-processing. No prior Unreal Engine experience is required, though basic knowledge of 3D or game design concepts will help you follow along more easily.

    Produktinformation

    • Utgivningsdatum:2025-11-28
    • Mått:229 x 31 x 187 mm
    • Vikt:875 g
    • Format:Häftad
    • Språk:Engelska
    • Antal sidor:446
    • Förlag:Packt Publishing Limited
    • Medarbetare:Marco Secchi
    • ISBN:9781835085578

    Utforska kategorier

    • Digital livsstil och datorspel inom Data och IT
    • Grafik och bildbehandling inom Data och IT
    • Spelutveckling och spelprogrammering inom Data och IT

    Mer om författaren

    David Ignacio García is a real-time 3D technologist, entrepreneur, and educator focused on building robust Unreal Engine pipelines and solutions, with a long-standing commitment to the real-time ecosystem. Trained as an architect, he transitioned from architectural visualization into interactive simulation and virtual production, leading teams that design scalable Unreal Engine workflows for AEC, entertainment, and enterprise.He is the founder of BaboonLab, an Epic Games Service Partner specializing in Unreal Engine consulting, education, and project development, and the creator of IdealTwin, a SaaS platform that brings data-driven digital twin experiences to the web and Unreal Engine. A Gold Unreal Authorized Instructor, David has trained hundreds of students and professionals through UT-HUB and Epic programs, including the Unreal Fellowship, where he has served as TA, Mentor, and Senior Instructor. He also serves at Epic Games as Partner x Education Advisor across Europe and the Middle East, strengthening the partner and education ecosystem and accelerating adoption of production-ready workflows.David's work spans city-scale visualization, procedural worldbuilding, performance optimization, and pixel-streaming deployments, with a consistent emphasis on maintainable, production-ready practices. His goal is to bridge creative intent and technical execution so teams can deliver expansive, real-time worlds with confidence. Ramón Olivero is an architect and 3D visualization enthusiast who evolved from architectural visualization to large-scale worldbuilding. This trajectory led him to specialize as a technical artist focused on procedural tools, real-time environments, and virtual production. With years of university teaching experience, he centers his career on bridging creative vision and technical execution. As an Unreal Engine instructor, Ramón has trained hundreds of students and professionals through academic programs and industry initiatives, including Epic Games' Unreal Fellowship.His work empowers artists and developers to adopt production-ready workflows, optimize pipelines, and bring expansive worlds to life in real time. Ramón serves as Head of Studio and instructor at UT-HUB. His commitment to teaching and lifelong learning continues to inspire creators to explore the possibilities of interactive worlds.

    Innehållsförteckning

    • Table of ContentsStarting a Project in Unreal EngineQuixel Bridge, Megascans, and FabIngestion and Static MeshesProject Structure and Naming ConventionsManaging Levels and LayersBuilding Your LandscapePopulating Your World with FoliageIntroduction to MaterialsCreate Your World's Atmospheric LightingSetting Up Your Post Process VolumeUnderstanding Programming Logic and BlueprintsOptimizing and Testing Your Scene
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