Unreal Engine 5 Beginner Tutorial: Creating a Cinematic Car Shot | Free Asset

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hey guys thank you for tuning in uh in this tutorial i want to show you how i got this uh shot of this car over here in unreal engine uh i want to focus this tutorial mostly on the beginner side and show you simple stuff like bringing in the assets in unreal engine from pixel mega scans and blender and how you can assign some basic car paint materials on them and then we'll also be looking at how you can set up the camera animate it and play around with the depth of field and also diving a little bit into post processing and seeing how you can get this nice bloom and lens flare effects we're not going to be looking at blueprints or anything like that so it's going to be a fairly simple basic unreal engine tutorial to just give you guys a sneak peek of what you can do with it as i'm still learning about the engine every day there might be few things which could be done a little bit more efficiently uh but i'll try to do my best so yeah without further ado let's dive in all right so when you first launch the engine you will be greeted by this um project manager uh so i'll go into film and video live events and i'll turn on ray tracing so ray tracing is globally turned on in my project i'm just gonna name my project car sorry car tail cinema and then i'm gonna hit create all right so once you are in the engine this is the default ui of unreal engine so this is the outliner so you can select whatever objects are in there in the engine right now and you can see the properties related to them on this screen right side um one thing i like to do always is actually um do a relay out of the of the ui so it's a little bit more efficient for me and also change few settings in the editor so the first thing i'll do if i if i go into if you actually press middle mouse and you know you do your pan you can see the the movement is inverted which is not very friendly if you're coming in from blender or any other 3d package so what i like to do is actually go into edit editor preferences and if you go to viewports you can actually invert middle mouse bands if you check that and then you say set as default say yes say okay and now if you pan you can see is much more much more like how you have another 3d packages cool uh another thing i like to do is uh do a bit of relay outing so i'll if you if you click on this tab you can actually move the move the windows anywhere and snap them anywhere you want in the interface so i'm going to snap this actually i'm going to keep this over here i'm going to snap the outliner on my screen left side so it sticks out like that and the details are fine over here this seems a little bit more efficient for me when working in the engine uh so you have a wide you have a more lengthy panel for all the details because once you're working in the engine there are so many parameters that you can can change so having a little bit more real state uh in that sense really goes a long way all right so let's start creating some lights um so when you start a new project unreal engine gives you these default lights uh that you can start your scene with but what i like to do usually is start from scratch so what i'm gonna do is actually delete all these uh lights currently in our scene and pretty much start from scratch so right now our scene is completely blank there's no light whatsoever so to create the lights uh what i'm gonna do is use the environment light mixer if you go to windows you can find environment light mixer over here so you can create all the light systems in unreal engine using this option so i'm just going to create the skylight first so the skylight is basically um it it takes the volume around your scene into account and creates bounce lights around it so that you get more accurate shadows and reflections uh it also serves as a ambient light in yours in your scene and this is where you plug in your hdr if you have to to light up your scene uh next time i'm gonna use the atmospheric light which is the main directional light in our scene so this is the basic sun in our scene and changing the direction of this would affect our shadows and stuff next we're going to create a sky atmosphere so sky atmosphere will be this high dynamic sky which would be surrounding our scene and would be affecting the the lights and shadows uh next we're going to create some volumetric clouds so these would be animated clouds which would also they would also bounce light so that will also affect the lighting in our scene so once all of these are created you can see we still don't see anything in our viewport so what you need to do is actually go to direction light turn it off turn it back on and now you can see the sky that surrounds our uh scene over here pretty cool cool now let's start by creating the landscape for our scene so for that i'm gonna be using the landscape tool in any engine so if you go to the top you can see there's a button called activate landscape so if you click on that uh unreal would fill the world with this grid which is basically the base of our of our landscape and define the resolution for this scene i'm going to be using a 31 by 31 card because our camera is going to be this low and we are going to be seeing that far and this much resolution uh works for me uh next i'm going to say create so now you can see we have our ground deployed in our industry uh now let's assign some materials to it so go you can go back to selecting the object so if you just select that click on landscape you see and then you on on the right side you can see we have the properties and inside that you can see we have a landscape material properties by the way um in the detail panel you can also search any property you want so if you have a if you're struggling to find a particular one particular parameter to change you can just type in and then unreal will expose that particular parameter so uh for this landscape material i'm going to be using kwixel mega scan snow element snow material so to bring that up if you go to content and then you have option to pixel bridge inside the engine itself before it was a standalone app which you had to install separate from unreal engine and then you sign and bring bring in from that but in unreal 5 they have integrated it inside the engine so if you click on that you will have the bridge interface pop up and then if we go into collections so they have this new arctic ice and snow collection so if you go to that so for this scene i'm just going to be using one of these um snow elements wind speed winds swept snow so i've already downloaded it if you just click download and then you have to just click add after the download is done and that would be exported automatically and added to your project so to bring that in in unreal engine so yeah if you go to the content and then open one open the content browser so the content browser is the place where you can bring where you very where where all the assets live in directories and all the materials you can categorize them so this is this is kind of a file explorer for unreal engine so we're going to be using it all quite quite a lot so i'm just going to be docking it in the layout so once downloaded uh the material would be imported automatically into unreal and then you will have a directory called mega scan so if you go into it go into surfaces fresh snow you'll see the material over there so all you need to do is actually select that and then drag it in the landscape material slot so and just like that you will have that material assigned to our landscape so the very first problem you see is the tiling the tiling is quite small so we gotta fix that so if you double click the uh material icon over there you will be you will get to this window over here where you can tweaks uh all the parameters of the material so we have all these parameters exposed from the hierarchy script so you need to check on tiling and then we're just going to reduce that to 0.02 in x and y and then if you hit save uh you see we have a much better tiling going on and as our camera is gonna be this close uh i don't think we'll see much uh of the dialing issues if there are any still um and another thing i want to fix that the snow looks a little too specular um so to fix that i'll go back into the material editor and in the spec i'll check base spec and just reduce it to a much more reasonable value let's go for 0.02 and then hit save again there you go that looks much better all right great so now let's start bringing our car asset in unreal and setting up the camera because that's going to define how much landscaping we need to do and we're going to do a little bit of stead set dressing around it so to do that um i'm gonna be first of all i'm just gonna arrange some of these lights in directories so that they are organize a little bit so if you write select all of them and if you right click uh no actually if you go to this folder icon over here then you can put all of them into one folder i'll call it lights and i'm gonna put the landscape too in its own folder cool uh so now let's start bringing the assets so i have exported an uh lmb alembic out of uh blender and i have that as a car asset so i'm going to create a folder call it car then if you're going to the folder if you right click and then say import asset uh so if i go to the asset folder and then i bring in the alembic uh so we have some options over here in the import uh dialog so i'm going to bringing it as a static mesh if it was an animated olympics that would have in that case i would have used geometry cache but for this one i'm going to be using static mesh and i don't want to merge the mesh all the meshes together and i'm going to say import all right so once imported you will see i have all the um parts of the car so if you just uh select all of them and then just drag it in the viewport uh it will be added to our unreal scene over here and for some reason it's upside down so i'm just going to rotate it 90 degrees just like that 180 degree actually uh perfect now let's just rotate the card this way and also maybe scale it a little bit just like that i'm going to be adding some mountains over there so that should be okay if a little bit of the seam is visible and our camera is going to be this this close um so i think it's okay all right so the next thing i want to do is actually add a camera to my scene so that i can do a landscape some landscaping and a little bit of set racing um around that according to what is visible inside the camera uh so let's go ahead and go to create and go to cinematic and drop in a cine camera actor and actually open that and put this into a new folder actually so just click on that and then type in camera um cool and now if you click on the perspective option you have you have the option of viewing through the camera and positioning it the way you like it so a few things is to change in the camera setting is first i want to change the film back to 16 issue 9 film and use a 50mm lens [Music] with the f number 1.8 which actually i would change so we get uh some focal length uh which is much closer to [Music] what i'm used to shooting with a 50mm lens [Music] so uh cool so i'm gonna position my camera very close to the tail light so that uh we get that nice shallow depth of field going on so to tweak the depth of field if you're going to the camera and go down uh i need to change these values so right now it's much of a range from minimum from a minimum f-stop to a max so i'm just gonna put like similar values in both of them and so i'm putting i'm making the making the aperture constant and now you see everything is out of focus so what we need to do is actually uh click on the sample scene depth from c and uh just click on the tail light and i'll tell it will be in focus just like that um another thing we can do is um so once we have that i think i can go ahead and add the sequence the sequencer in our scene so the sequence is basically it gives you a timeline so that you can animate uh across it and uh you can add different elements from your scene into that sequence and you know do different camera cuts and stuff like that but for this tutorial it's gonna be a very simple just one uh element in in the sequencer uh which is the camera and the camera will be going from uh from right to left just doing a very smooth pan all right to add a sequencer to your scene you have to go into your cinematic settings and then add a level sequence and then unreal will ask you what you want to call it so i'm just gonna call it tail shot and then it says save so once you do that you will have a timeline window in your project and just you can just snap it and dock it to uh to your ui cool so once you have that uh you can select you can add in elements to the sequencer so you can select your camera and just drag it and then the that particular camera would be added to the sequencer so um before i start animating the camera what i would like to do is adjust the ui a little bit so that i have my view from camera somewhere over here and then i can adjust things in the perspective view and actually see how it's looking through the camera always um so to do that what we can do is go into windows and then if you go to viewports you can add one other viewport and this is going to be my camera view so i'm going to switch it to the camera view and then you can dock it somewhere over here and then this view could be uh could be the general perspective view all right so now we are ready to animate the the camera so make sure the camera is selected and if you look at the look at the sequencer you can see we have transformation keys over here so if you just click on this add new keyframe it will add a keyframe on that on that frame and then you just go to the end of your shot and i'm just going to translate the camera a little bit and why and maybe just add another keyframe cool now just like that we have our animation uh but we can see the animation is easing in and easing out uh we don't want that we want it to be a linear curve so you just select all the keyframe and then you can change uh the curve so i'm just going to be selecting linear so the movement is linear now all right cool so i think now we can move into adding more assets uh to the scene adding some mountains back here and maybe a little bit of some rocks in the foreground all right so now to add some mountains in the background what i'm gonna do is go back to uh quicksilver bridge and bring in some assets so if you go to content and open pixel uh qxel bridge and go to go to the collections uh there yeah and then go to the artix now uh collection and then i'm just gonna grab yeah i think i'm gonna grab the snow hill so if you download that and just press on add so that will be automatically exported to my unreal scene and now i can just drag it in my in my scene uh so once you have it i let's just move it a little back and position it the way we want it all right so i'm pretty happy uh the way the mountains are looking right now and i think we can move on adding materials to this car asset so to add materials i'm going to be using uh the epic marketplace so if you google epic marketplace you'll be uh directed to this page over here and then you can just search automotive [Music] materials and you will find this automotive materials pack which is a collection of high quality materials for cars both interior and exterior so i'm going to download that and open the launcher and once downloaded you will have the option to add to a project so i'm going to be adding it to the current project which is the [Music] let's show all projects and that's my project over here um so there's a version uh uh discrepancy so right now only 4.26 of this um automotive project could be added to the uh unreal engine 5 project so i'm just going to select that and then say add to project so it will take them take some time till adding it to our current project and i'll pause the video and be back when it's done all right once the project is added uh if you go back to unreal engine and then go into your content browser uh you can see we have a new folder called automotive materials if you go inside it under materials there are different folders for interior and exterior so we're going to the exterior we'll go to the car paint which is this folder over here and then we have all the uh different varieties of car paint over here uh so i'm gonna be uh using the uh car paint uh dark blue and just gonna be dragging it on the this exterior piece of the car and just like that we have our material assign and it looks beautiful right okay cool uh moving ahead um let's start uh adding some materials to the to the tires so let's go back and let's look for tires folder so we should have in exterior if you go to rubber and i'm just going to pick one of them i'm going to choose the rough one and just make sure the tires are selected we'll add that in and for the rims i'm gonna be jumping into the metal folder and adding a brushed uh maybe a frosted rim material over there cool that's it uh for the for the glasses i'm gonna be going into uh exterior glass and then adding one of these uh glasses on the on the mirrors there you go all right moving on to the tail lights if you select the taillight geo and you see that it's uh it's a combination of an exterior glass and the tail light and then the then some reflectors so let's start by adding uh the actual tail lights uh materials so if you go into uh lights you see we have this uh ml uh lamp red self illuminate self illumination material so which is going to add that and for the reflectors if you go back we have a folder called reflector i'm just going to add this orange reflector material and for the exterior exterior glass part i'm just gonna add one of these one of these real time retraced glass material on top and just bring it on like that cool i think we need a little bit more power in our self-illumination so if you go back to our [Music] lights material and then we go into the lamp being we see we have parameters to increase the power so i'm just going to be increasing that to 150 let's see how that looks getting a little bit more of illumination it's perfect i'm going to save that and now for the plastic part this is just going to be a shiny exterior plastic so we're going to plastic it's going to choose plastic clean let's add that and just like that we have uh finished adding our assigning our materials all right moving ahead uh let's uh start adding our post process volume so post process volume is basically it lets you add some post effects like bloom lens flare uh you can also adjust the color grading in your shots and uh also tweak some features like ambient occlusion or ray tracing we're going to be using post process for the lens flare and the blue for this scene so to create a pose process volume go to create you go into visual effects and then you say post process volume and the very first thing you want to do is go into the parameters and search for bound and make sure infinite extend bound is checked so that the post process is applied pretty much entire to the entire scene so once done with that uh next i would like to before i start going and and start tweaking post process volume i want to go into the directional light and bring the sun down a little bit so that we get a little bit more glaring from the from the sun something like that rotate that this side just trying to figure out where the sun is you can also turn off snap which gives you a little smoother uh control just gonna do that like this evening effect which is coming over here just gonna rotate that yep this looks good all right so once happy with the uh directional light uh angle we can go into our pose we can select our post process volume and then let's type bloom so you're gonna check bloom check intensity and you can see uh we are getting some nice bloom effects from the taillight uh it's a little strong right now so we're gonna be reducing that to be somewhere over 0.05 uh maybe it's a little too much maybe go for 0.3 and also go into our flare settings and just type flare so not as lens flare uh so this basically controls the flare um maybe i'll increase the bokeh size a little bit something like that all right so once done with that now let's uh move uh to the final part which is rendering this and looking how we can render a high resolution high sampled scene from unreal all right now to render this i'm gonna be using the movie render queue um which is newly added in the recent versions of unreal so movie render queue is a successor of sequence renderer movie feature which has a little more and more features when compared to the old sequence render you can tweak samples you can output different passes uh using movie gender queue so this is what what we're going to be using so to activate that let's go into windows cinematics movie render queue and you will have this interface now we just need to add the renders we're going to select our tail sequence and then we'll be going into settings by clicking unsaved config now uh there are few options over here which you can add uh to your render settings so the very first one would be i will be deleting jpeg sequence because i don't need jpegs i'm going to be rendering out uh exrs so we're going to be rendering exrs and then we'll be doing some anti-aliasings which if you set that on gonna be turning up the sample by 64. so you check override anti-aliasing and so now you are uh excluding temporal and now when you're doing that you need to add some console variables so console variables are basically uh it helps when using ray tracing it helps unreal to to do denoising when you are excluding temporal sampling i hope that it makes sense uh so uh we're going to be adding console variables and to know which console variables you need to add if you just go to the unreal documentation if you go down you can find all the console variables you need to add so these are the ones which you need to add when using ray tracing so i'm just going to copy them i'm going to exclude the zero but just copy the rest and then you hit plus and you just paste it in here and go back and add all these oops sorry not that one just adding in the console variables add that perfect so now you have the console variables all set up uh then you hit accept and oh you actually you can also change the output so this is where the the final files will be saved you have resolution over here which you can change uh then um you also have how much handles you want to render and that's it so we just say accept and we say render local yeah so this is our final results i got it into new just to preview it uh for my final shot i did some draining uh did some post effects um and also uh some tint effects uh but yeah this was a very basic insight into unreal engine and how can how you can use it to make some shots so please like share and subscribe and i'll see you in the next one thank you
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Channel: Pranjal Choudhary
Views: 8,573
Rating: 4.9127727 out of 5
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Id: jjyl4phsvBY
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Length: 32min 25sec (1945 seconds)
Published: Thu Jul 01 2021
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