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3D Computer Animation Fundamental immersion

Week 3: project progression + class notes

In this blog I will be showing the progression of my ue5 assignment within 2 weeks and a few of my reflection.

First of all the rigging inspiration I have been taken to start working on my robot is shown on the video below:

By understanding how the author used the advanced skeleton to do the car root I have tried the similar logic to add joints in to my creation started with the root to its top:

I have given weigh painting into each specific part of this ‘tattoo robot’ as I have mentioned before, to make sure it can be walking and rotating needle in my film later.

As I was mainly working in Maya for blocking my scene and UV wrapped my model, or keying the blocking camera– the biggest thing I have learnt in the progression is to understand how to import the exact same thing in to the game engine, supported by this video below:

I noticed the main difference between these two software is the units and scale, therefore I need to scale up the mesh I want to import into UE5 by following the system indication.

Therefore, I successfully imported my rough scene and camera into UE5 as shown below, and soon will moving on to adding more models to match the look I want my project to have:

To save time, I have used Udim for my model and enabled the virtual texture in the ue5 setting to allow me apply using udim in this engine:

Here is the outcome of the main building after I had built its simple texture in substance Painter and applied it on top of the engine, I used the material as layers to separate different main parts (for example the transparent window and the building itself) of each model:

In my reference to the cyberpunk building, there are a lot of simple geometries included in the building such as squares and rectangles, therefore I have kept my mesh simple in subdivision level 1 in the scene while adding emission to the necessary parts. Also, this is a 12 weeks project, hence I won’t make them so complicated:

In the week 3 session, there are also a few notes before it has been disturbed by the VR promotion:

G is the short key for seeing all icons.

In the animation sequencer in UE5, there are some updated features with imported meshes:

possessable mesh: won’t disappear by closing the sequencer.

spawnable mesh: going to disappear when closing the sequence, easily to control, having a small icon with it in the sequencer.

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