HOW I Created the Cinematic with UNREAL ENGINE 5

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I challenged myself to create my first cinematic using Unreal Engine as an animator I always wanted to make something more than just this gray and flat play blasts and now Time Has Come thanks to Unreal Engine I can effortlessly turn my animations to a final product with a beautiful lighting and visual effects and in this video I will share the process of creating my first cinematic let's get started every project starts with the search for references my references will be cinematic from blizzard and sword fight scenes from anime I use YouTube and Pinterest for search regarding my own ideas I look for something similar in the references gather all content and combine it into one video also I use pure ref for image references when it comes to planning there is no need to rush taking breaks is essential to come back and look at everything with fresh perspective when you like today might seem like a bad idea tomorrow so so take your time and think twice I spent 2 weeks for planning I'll be doing the final build and rendering in Unreal Engine animation in Maya as a environment I'll be using this map you can download it for free from epic Marketplace it's called stylized Eastern Village thanks to the Creator the character is Genji from OverWatch I need healing links for download are in the description in a scene there will be two Genji so I decided to retexture them right away I did this through Photoshop and substance painter since the character will interact with the environment it's crucial to load the map into Maya this ensures that when importing the animation into unreal everything falls into place and manual adjustments won't be necessary for this to work coordin of the animation file in unreal must be at zero once the idea and references are approved I move on to creating the previous this is a rough version of the scene a kind of blocking here I set up cameras find suitable angles POS the characters approximately check timings overall movement feelings Tempo and more I spend another two weeks for this once the privation is done it is time to create animation actually it is quite simple set the pose another pose and one more the program will calculate in between frames and it's done just kidding in reality it's much more complex to truly create good animation you need to know about basic principles like timing spacing squashing stretch overlapping action and F anticipation exageration you know how to use graph frame rate camera pers acting or press a button and let AI do it all for you honestly animation is a vast and complex subject to feed all into one video but I'll definitely cover all these topics in future videos so don't forget to subscribe I'm just starting my Journey on YouTube and with greatly appreciate your support nevertheless let me quickly show you some tricks that I use in my shots firstly I want to highlight the importance of camera animation for example this shot here I animated camera's focal length attribute to enhance the sense of speed and dynamic also camera shake to give more impact just take a look at the animation without these tricks quite a difference isn't it the power of the camera is even more evident in in this shot looking from the side we see that the character actually doesn't move just spins in place but in camera all good it's kind of cheating but I didn't really care what happening off screen because all that matters is what we see on Final view here's the first version of the scene as you can see it less Dynamic and looks slow the camera is animated only one axis which is boring this shot was the hardest one I spend a lot of hours trying to find Rhythm and pace and for the first time in my animation workflow I decided to use sound effects in advance which I usually do in post production and this decision was a GameChanger because now with the help of references previous and sound effects it was not really difficult to create a blocking of the scene which is even closer to the final animation all I need now is just polish it adding in between between frames to smooth out the transition between key poses animating cloth trails and pushing some details since that I'm even more convinced that sound is very important in animation the simple shots can become more appealing and readable so take it as a note and as a bonus one tip especially for beginners learn to animate simple objects first Cube balls whatever learn to F time in Rhythm after all principles of Animation apply equally to complex character and primitive objects if you can make a balancing ball look good you'll be able to make full-fledged character jumps look good too so don't rush and invest time in Basics all 13 shots in 20 seconds took me 10 weeks now we can start working on lighting and visual effects to transform this doll gray scenes into cinematic to do this transfer all animations to Unreal Engine I'll be using a lamb cach format select the character click cache export selection to Olympic choose time range check these boxes and hit export go to Unreal click import change import type to geocache set X rotation to 90° and hit import to see the animations in unreal we need to create a sequencer then just drop the file into sequencer press track geometry cache done let's transfer camera click export I'll be using the fbx format make the camera in advance then in sequencer click import to ensure everything is transferred correctly use these settings next change the format adjust the camera Focus you can check this box to better see the focus area and it's ready let's see how to set up characters materials drag the textures in order to control their properties use constant and multiply nodes but for normal map use flat normal node instead of multiply for the characters glow I utilized an alpha mask created in Photoshop let's see how to set up material for glowing create a color node value node and combine them all using two multiply nodes and connect to emissive color then convert all constant and color nodes to parameters to be able to see them in material instance create material instance from Master material and apply it to the character and here you can see all that noes you converted to parameters which gives you more control very convenient in case if you see the material only on one side go to master material and check two-sided box for second Genji there's no need to create material from scratch just convert texture notes to parameters create another material instance and change the textures and colors easy let's go to set up environment lights since everything takes place at night there are lots of light sources however the main ones are the directional light and exponential High fog I use specific settings to give the light a bluish tint and create an atmospheric fog throughout the process I added additional sources where I needed utilizing Point lights and rectangle lights I also used goo material to create more interesting Shadows there's nothing complicated in light settings just play around with the values understand what each parameters control and rely on references and personal taste I recently delved into the topic of lighting so I can recommend to tutorials from William he explains things in more detail here's how I set up the moon material I'll leave a link to the texture additionally I created an alpha mask to generate glow in specific areas using the same technique I mentioned earlier create a sphere assign the material and apply the necessary values CLS are simpler I downloaded them from the junga effects you also need to download the sparse volumetric plugin links for download and installation will be in the description after that just drag the clouds into the scene and adjust the appropriate values you can play with density brightness and color remember all these values can be animated for example I animated the brightness or intensity of the light to enhance the moment when the swords clash it's simple but effective method Sparks I created them with Niagara using a readymade Pres set I changed the color size and particle speed I needed a fast and vibrant effect to see the Sparks at the desired time transfer it to the sequencer click track nagara component life cycle track now you can control the timing of the effect you might encounter an issue where particles do not blur on the camera to fix this go to the effects material find the translucent pass Tab and and set it to before Dove this will resolve the bluring issue all animations are loaded materials lightings and effects are configured and now it's time to start rendering first choose the camera from the sequencer also uncheck the lock to display at runtime option to achieve better quality in motion blur you can adjust motion blur settings in camera parameters next go to the render settings choose the PNG format add enter realizing and all variables select the path and click render local done that easy the final montage and sound design were done in premere Pro to see the render sequence as a video click on import select the first frame and check this box add sound effects make some color correction and the project is done let's finish this quickly [Music] simple
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Channel: Sako CG
Views: 194,983
Rating: undefined out of 5
Keywords: Unreal Engine, Unreal Engine 5, Cinematic, Unreal Engine tutorial, Materials, Rendering, Animation, 3danimation, Autodesk Maya, VFX, SwordFight, Overwatch, Blizzard, Overwatch2, Genji, VFX breakdown, Japan, Environment, Behind the scene
Id: oTnxhBDFeDk
Channel Id: undefined
Length: 12min 32sec (752 seconds)
Published: Thu Jan 25 2024
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