Reimagining characters with Unreal Engine MetaHuman Creator
Idioma: inglés
Editorial: Packt Publishing Limited, 2026
- Tapa blanda
- Nuevo

Librería: PBShop.store US, Wood Dale, IL, Estados Unidos de AmericaPBShop.store US
Vendedor de IberLibro desde 7 de abril de 2005
Condición: Nuevo
EUR 58,66
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New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
N° de ref. del artículo L0-9781806024698
- Título
- Reimagining characters with Unreal Engine MetaHuman Creator
- Autor
- Brian Rossney
- Editorial
- Packt Publishing Limited
- Año de publicación
- 2026
- Estado
- New
- Encuadernación
- PAP
- Idioma
- inglés
- ISBN 10
- 1806024691
- ISBN 13
- 9781806024698
- Peso del artículo
- 2000 gramos
Learn the complete MetaHuman production pipeline in Unreal Engine 5.7, from character creation and animation to motion capture, facial performance, cinematic rendering, Mesh to MetaHuman, Blender, and production-ready workflows
Free with your book: DRM-free PDF version + access to Packt's next-gen Reader*
“Brian teaches you to think like a production artist, a far more durable skill. He writes about problems he has solved on set and in the edit, under the same time and budget pressures the rest of us work under.”- John Kennedy, VFX Supervisor & Co-Founder, Elephant Goldfish
Key Features
- Learn the complete MetaHuman production pipeline using Unreal Engine 5.7
- Create production-ready digital humans with body animation, facial motion capture, and cinematic rendering
- Extend your workflow with Mesh to MetaHuman, Blender, Maya, Houdini, and professional production tools
Book Description
Learn how professional digital humans are created from concept to final cinematic render using Unreal Engine 5.7 and MetaHuman Creator. Creating a MetaHuman is only the beginning. The real challenge is turning that character into a believable digital performance.
Fully updated for Unreal Engine 5.7, where MetaHuman Creator is fully integrated into the editor, this second edition teaches the complete MetaHuman production pipeline, taking you from character creation and assembly through body animation, facial motion capture, clothing, cinematic sequencing, lighting, rendering, and advanced production workflows. New chapters cover Mesh to MetaHuman, Blender hair grooms, and professional tools that extend the MetaHuman pipeline beyond Unreal Engine.
Rather than focusing on individual features, this book follows the same structured workflow used throughout modern productions. Each chapter builds upon the previous one, helping you understand not only how to use the tools, but why they are used and how they fit together within a complete production pipeline.
Whether you're producing game cinematics, animated films, virtual productions, or interactive experiences, this book provides the practical knowledge needed to create production-ready digital humans using the latest MetaHuman workflows.
*Email sign-up and proof of purchase required
What you will learn
- Create, customize, and assemble production-ready MetaHumans in Unreal Engine 5.7
- Animate MetaHumans using Mixamo, DeepMotion, MetaHuman Animator, and Control Rig
- Capture realistic facial performances using an iPhone or a standard webcam
- Create custom clothing that can be repurposed across all MetaHumans with physics-based cloth simulations
- Create cinematic sequences using Level Sequencer, lighting, cameras, and Movie Render Queue
- Build custom MetaHumans with Mesh to MetaHuman and create hair grooms using Blender
- Integrate professional tools including Blender, Maya, Houdini, Marvelous Designer, Character Creator, and other production plugins
Who this book is for
This book is for filmmakers, game developers, technical artists, animators, students, and digital content creators who want to master the complete MetaHuman production pipeline using Unreal Engine. Whether you're producing game cinematics, animated films, virtual productions, or interactive experiences, you'll learn practical workflows that take you from creating a digital character to producing a final cinematic performance. A basic understanding of Unreal Engine is recommended.
“Sinopsis” puede pertenecer a otra edición de este título.
Acerca del autor
Brian Rossney is a filmmaker, VFX supervisor, and creative director with more than 27 years of experience across film, television, games, and virtual production. He specializes in real-time filmmaking with Unreal Engine, MetaHumans, virtual cinematography, and digital character workflows. Brian has worked as a consultant with studios across Ireland, the United Kingdom, mainland Europe, and the United States, contributing to feature films, television productions, animation, and games. His recent work includes previs for Wednesday Season 3 using Unreal Engine and MetaHumans. Brian has lectured at Dublin City University and Galway Film Centre and is the author of the first edition of Reimagining Characters with Unreal Engine MetaHuman Creator. Through Red Spider Studios, he continues to write, direct, and produce original films while exploring how real-time technology and artificial intelligence are reshaping the future of filmmaking.
“Acerca de” puede pertenecer a otra edición de este título.
PBShop.store US
Wood Dale, IL, Estados Unidos de America
Vendedor de IberLibro desde 7 de abril de 2005
Tarifas de envío en Estados Unidos de America
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