Showreel
Design Proposal Presentation
Showreel
Design Proposal Presentation
Project Progress:
I made a cloth for the goddess character through Marvelous Designer 10, and imported the cloth simulation animation into UE. Apart from that, I finished all of my camera animation and rendered using the setting I learned last week in class. The game overrides made the rendering process really fast. After this project, I think I’ve got a better understanding to UE5:)
PostProcess Actor: adjust the color balance, blooming, and exposure…. in real-time
LUT: high-resolution screenshot > Photoshop adjustment > copy the layers to the LUT file > using the new version LUT in UE
Rendering: enable Movie Render Queue > create new settings and save > enable game overrides to get a faster render > Use Console Variables for a higher command
Project Progress:
This week I animated the hand I got online in UE and imported the animation into UE.
SyncSketch is useful for analyzing key poses from a reference.
I tested the animation in the UE sequencer. There was a small problem with the card’s location. In order to fix that, I had to use a emissive material for the card. The result turned out to be beyond my expectations:)
This is another session for catchup.
Project Progress:
This week I made another Niagara particle animation, which is a cloud simulation. My original plan is to model the shape and create a translucent material for it. But, the result did not entirely showcase my idea. So, I choose Niagara again for this one. All the Niagara effects are now using the fountain effect.
IES — lighting library — textures can be used to create dynamic lights (e.g. spotlight)
Changing the rotation of the DirationLight can have different times of sunshine in a day.
Project Progress:
After trying metahuman, the result is not working for my goddess character, I downloaded a female character with rig. However, the face of this model does not fit my plan. So I posed it and changed her face in Zbrush. And I used the same method for the other face I need for the water region.
I tried more Niagara particle effects for my project according to tutorials online, including a fire simulation, and some stars decorating the mountain.
The Foliage mode is useful with the paint tool.
Animation > Control Rig In the Hierarchy, we can add control to the existing skeleton
Project Progress:
This week I learned how to do the Niagara Effect in my project. I used the cup I modeled as the base of a small fall. I got to know about how to change the particle’s mesh and material, and make it have a falling-down motion.
I also collected some assets from Fab for my scene.
Fracture Mode:
enable “Simulate Physics” to the actor > using the facture tool “uniform, radial, cluster…” > adjust factors (damage threshold..) > Place the object off the ground
Physic constrain actor > assign constrain objects 1 and 2
Project Progress:
I found a Cross-Hatching material Post Process tutorial online, which is a style that perfectly aligns with a hand-drawn Tarot card! However, it was quite challenging for me to complete the entire process, as many steps in applying the nodes were skipped in the tutorial video. I searched through many forums and websites introducing Material and Material Function nodes, but ultimately I got stuck at this step. Unfortunately, I had to abandon this style. Nonetheless, I got a better understanding of this node form in UE5 during the process.
Based on how to add cameras in Sequencer last week, we learned the structure for rendering: Master sequencer > Sub Sequence track (can change different color tags) > Each one can contain different actors, like one for camera, one for animation… The system is based on shots.
Material: blend mode > base color/roughness/metallic… > connect map
Project Progress
This week I was excited to try Meta-Human for a goddess-like character. However, it didn’t go well as the look of the Meta-Human character would be too realistic and detailed for a stylized character. But it would be a good face model for my water theme scene. As for the goddess character in the center, I plan to do a different style using Marvelous Designer.
Another issue I met is that the shoes of my meta character can not hide, which is not what I want for mine 🙁
Sequencer: Non-Linear editing tool
Create Level Sequence > Add actors > Add Key frame in Tracks (cameras. animations, and audio)
Action > export: export with animation as a . FBX file
Project Progress
Storyboard – “The XXI”
This short film aims to introduce the world inside a tarot card, like the openings of some animated movie, setting the stage for the story that follows. I plan to design it as a looping animation, where the beginning and the end can connect.
UE5 is new to me. I will try to use its function as much as possible, like the landscape and foliage mode… and also maybe particle animation effect. According to my map, I created a landscape for the card using different brushes in Landscape Mode, as an island in the ocean. The next step is to apply material to the ground, as well as plants. All 5 part of the island will have different environment styles.