Monthly Archives: December 2024

LosING: Week8 The Heart Room

Research and reference

The factory where the mechanical heart is finally stored. I hope that in the final scene, a feeling similar to the characters facing the giant structure in Pacific Rim will be reflected.This creates a sense of oppression

Working process

In this part, I continued the industrial style from before, and lowered the overall brightness to highlight the heart.

LosING: Week7 The Corridor

Research and reference

As the second scene of the middle transition, I hope to create an effect with a strong industrial style, combined with the effect of rain at night, to create a cold and depressing style, paving the way for the subsequent emotional relaxation.

Working process

In terms of models, I looked for a lot of industrial-style models from fab to shape the style of the overall scene.

I lowered the overall brightness of the scene, added a lot of fog, and combined with the effect of rain, the texture of the overall scene was significantly improved.

At the same time, I focused the visual focus of the picture on several spotlights.

Week 8: Dynamic Lighting UE

Basic Light

Unreal Engine offers several types of lights, each suited for specific use cases:

Point Light, Spot Light, Rect Light, Sky Light, Emissive Materials

IES

IES files (created by the Illuminating Engineering Society) capture real-world light distribution data.Simulate the brightness and spread of specific lighting fixtures for more realism.

Lumen

Lumen is Unreal Engine 5’s cutting-edge solution for global illumination and reflections.

Modeling

In this modeling function, we can modify the model directly in UE, which is convenient for quick construction of white box

Week 9: Body Mechanics Spline

This week, I learned how to take reference videos, capturing as much detail as possible from different angles.

This video gives 9 important tips

  • Keep the same angle
  • Capture different perspectives
  • Only the front and side view
  • Lock down your camera
  • Use mirrors to get more space
  • Ensure continuity of the action
  • Make the actor focus what they are playing
  • All the behavior of character do have a purpose
  • Put post-it notes on body to track motion

My reference

Week5: Ue5 Physics

This week, I learned how to implement simple physics effects in UE5.

Shatter

First, I learnt the physical simulation of destruction effects.

By creating a geometry collection, physical properties were assigned to objects.

Then, I added fracture effects to simulate the physical destruction.

Constraint Component

Type in the component name you wish to constrain in the Component Name 1
Type in the component name you wish to constrain in the Component Name 2
physics-constraint-blueprint-simulate

A connection was established between two objects using a Constraint Component to achieve the effects of the Constraint Component.

Week 4 UNREAL Exploring: Material

This week, I learned about creating and adjusting materials in Unreal, as well as how to make materials more editable by creating material instances.

By creating materials and connecting the corresponding textures to the appropriate nodes, the desired effects can be achieved.

Convert constant nodes into parameters to enable corresponding adjustment effects within the material instance.

Week8: Walk Cycle Polish2

This week, I made further adjustments to the details of the walk cycle.

The toes don’t only rotate when the foot leaves the ground; additional motion can be added during landing and mid-air phases to make the entire animation look more dynamic and exaggerated.

After the foot leaves the ground, it also rotates along another axis, which is determined by the structure of the human body.

Finally, the motion curve of the main body was optimized to make it smoother.

Week7: Walk Cycle Polish

This week, I focused on adjusting the body’s center of gravity in the walk cycle animation. At different stages, the center of gravity shifts to different positions, requiring adjustments to ensure the animation flows more smoothly and logically.

Center of Gravity

During the production process, the object was rotated and moved based on the center of gravity of the main body.

Curve

At the same time, attention must be paid to the speed curve of the main body. Since the walk cycle involves uniform motion, the curve on the Z-axis needs to be a straight line.

Final