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3D Computer Animation Fundamental immersion

Week 5: UE5 Fracture Mode + Project Progression

This week, I have focused on the fracture mode of the UE5 in the session, the blocking of my assignment & its rendering in the game engine.

Here is a render I have made of my own project blocking from UE5, it reflects I have made my own pipeline successful by importing the camera and actors from Maya to the game engine:

Here are the blocking animation of the camera I use and the tattoo robot in the story:

As I am ill, I am taking notes of the recording session this week, and thinking to apply them in the future in my project:

Besides the blocking animation shown on top, I have focused on doing different types of materials in the UE5 to match my story:

  1. Skin materials for dummies, cyberpunk humans, creatures:

I have used the UDIM to shorten the working process to save time, organise each model, and use the level of roughness/ metallic to identify the metal and non-metal parts. As all of the above related to the skin, I have added a skin texture to their height map and decreased its level through a filter called ‘contrast luminosity’.

The skin texture is bought from the package in Flipped Normal as a support:

As there are a few ‘naked skin’ in my scene, such as the goblin body and fruits, therefore I have added another layer on top of their basic PBR materials to display the inner light that skin can reflect:

Within the ‘subsurface’ shading mode in UE5, the higher the opacity the lower the effect of the skin scattering happening in the scene, the colour of the latter is based upon the base colour linked to the ‘Subsurface Colour’ in the UE5 material. There will be no skin scattering effect when the opacity is breaching 1 or the above.

In addition, as I have focused on producing those tattoo effects on the model, I have projected the tattoo flash I made when I was an apprentice and added effects to make them look ugly and blurry (as a mess created by the robot in my story):

Before and after the filter ‘Blur Slope’ applied on the ink:

Details of the ‘Blue stencil’ I have added on the first layer of models:

2. Water materials for tattoo inks:

As the design of my story robot is a functional robot for tattooing, it has a circle of ink bottles surrounding its main body, it’s unavoidable to build the water material by following the tutorial above in the game engine.

The shot when its needle is dipping into the ink bottle and preparing to tattoo on the cyberpunk being in my story:

I have produced different colours of the water/ink material through playing with the node parameter at the bottom:

I am glad this week I have finished all the texture attempts in this project, next week, I will concentrate on adding details to the blocking animation I have done within this project.

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