Demo_Unreal Project 2

This scene is based on a modification of the week 5 scene. I focused on character animation, implemented a tracking shot, and instanced foliage with wind and rain effects.

I used an IK rig and retargeting tool to align the character bones and transfer the animation from the Mixamo character to the Paragon character.

Retargeter

For the rain effect, I utilized Ultra Dynamic Sky and Ultra Dynamic Weather.

Final scene
Foliage


I also used post process volume to add the lens flares, bloom, and vignette intensity.

Post process volume effects

Render config

Resolution 1920*1080,
Anti-aliasing Temporal sample count 64
Console Variable r.AmbientOcclusion.Denoiser.TemporalAccumulation 0
r.GlobalIllumination.Denoiser.TemporalAccumulation 0
r.Reflections.Denoiser.TemporalAccumulation 0
r.Shadow.Denoiser.TemporalAccumulation 0

Demo_Unreal project 1

For this project, I want to focus on world-building, creating a specific atmosphere, working on some materials, and incorporating a touch of VFX. I began by referencing an image I found on ArtStation.

Reference picture

I like the industrial vibe, the smoke and steam, the sands, and the play of light and shadow. Basically, I created my scene using different assets. However, I do pay attention to the smoke, the steam, and the snow.

Smoke Material
Snow FX

After I finish building my scene, i use Ultradynamic sky to build my skylight, I use the sequencer to add animation and the Movie Render Queue to render the JPG files. Finally, I use Premiere to composite the final video.

Final scene

Week 9 : Body Mechanics(With final modify)

When I was modifying the final body mechanics for week 9, Maya crashed, resulting in the loss of keyframes for the waist controller. Therefore, I intend to recreate an animation of jumping off a wall, with the addition of a running start. Here is the blocking and spline for it.

Blocking
Spline

These are some posts that I like

Week 10 : MetaHuman

This class we studied about how to use live link face to capture our face movement to Metahuman.

Firstly we imported the face capture file to unreal as a correct format to makes it recognizable.

Then, unreal automatic recognized our facial features.

After face is the teeth

Unreal will then generate a face similar to the file you uploaded

But something goes WRONG!!!

The next step is to backed the unreal facial expressions to the metahuman model

Week 8:Body Mechanics

9 Tips for Shooting Body Mechanics Reference

  1. Keep the same angle of the refrence
  2. Capture different views and perspectives of the same action
  3. No orthographic view, only the front and side view
  4. Locked the camera, or only shifted little.
  5. Morrors
  6. Continuity
  7. Intention and acting, make the character live and let them focus what they are doing.
  8. Keep remember all the behavior that the character do have the purpose
  9. Put post-it notes on your body

Recording in a high frame rate(240fms)

Always remember to asking why the part of body move like this or that, and what is the knees doing when hip moves

Blocking