Andrew Nielson

Senior VFX Artist | 3D Generalist

Tag: process

  • Unreal 5.4 Motion Design

    Unreal 5.4 Motion Design

    Unreal Motion Design

    Unreal is capable of pretty amazing things now with the Motion Design tools. I followed a couple of tutorials and was impressed with the results. The video playing above is the result.

    The assets are from Quixel Megascans. I tried using Nanite and the high LOD versions first and while it looked great the performance was too slow. I ended up leaving the log as Nanite and using a lower LOD for the foliage.

    The next step is to try using this with an idea of my own and recreating it with Niagara if possible.

    I followed this tutorial first and loved how fast and to the point the explanation and demonstration was:

    I was planning on adapting this Motion Design technique to something more complicated and/or visually impressive but discovered this tutorial from ali.3d and followed it in the hopes of learning more about lighting and sequencer and it didn’t disappoint:

    Retro

    This took longer than I was expecting and Unreal crashed more often than normal so I wrote up a little Good Bad and the Ugly postmortem for myself.

    • Good:
      • Very nice result
      • I learned a lot about some of the new [[Motion Design]] tools in [[Unreal]]
      • I learned more about lighting and how good things can look with the higher fidelity assets
      • I learned more about [[Sequencer]] and how to animate cameras, etc. I feel much more familiar with Sequencer now and it’s much easier than the stupid Rebelway tutorial had me believe
    • Bad:
      • Performance was very slow with all the foliage enabled.
      • [[Unreal]] crashed frequently, many times losing data even though I had been actively saving progress along the way. Sometimes I had to completely redo things.
    • Ugly:
      • [[Movie Render Queue]] and lighting between viewport and camera is a nightmare in Unreal at the present time.
      • There are so many threads with people trying to figure out why their renders are blown out and too light compared to the viewport. I finally figured it all out after much searching and trial and error and feel the knowledge slipping away already.
        • key points were setting the camera exposure to manual and then adjusting up and down with the camera selected and the preview window visible – the camera exposure is what matters more than what the viewport looks like.
  • Erosion material texture creation with Zbrush

    Erosion material texture creation with Zbrush

    1. Sculpt on a subdivided plane, being careful not to go “negative”.
    2. Assign the NormalRGBMat MatCap if you want to create normals
    3. In the Texture menu, use Grab Doc and Shared Depth to export as a Normal Map and Depth Texture that can be used to drive the erosion material.