ArtBeat Virtual Reality
Freelance Unity3D environment artist
http://www.artstation.com/artist/ArtBeat
06/01/2021
//How I build Virtual Movie Sets in UnrealEngine - part 3 - City Destruction//
I'm hereby sharing my 3rd 'vlog' on how I create 3D Virtual Production content for Unreal Engine. This week is all about the destruction of the City elements I built previously - adding resemblance to the post-apocalyptic reference I picked at the start of this series.
This process actually requires some architectural knowledge, because parts of the internal building structures will be visible. After adding random debris - I use cloth simulations to resemble curtains swirling in the wind. In UnrealEngine 4.26 I combine all elements with lighting setup, camera positioning and color grading - finishing off with the placement of 3D Human Actors in this Virtual Set.
This part concludes the basics of building a realtime 3D environment - my next updates will focus on 3D character setups, posing, emotions and more. Note that the combination of Environments and Characters I'll show, is difficult / impossible to capture by 3D scan or Green Screen filming - simply because the environments don't exist in the real world - in other words; I want to demonstrate that any 'imaginary' setup is possible - made inhouse from behind a computer.
Hope this series is giving you new insights in the possibilities of realtime Virtual Reality - let me know if you have comments or questions.
thx, Aron
How I build Virtual Movie Sets in UnrealEngine - part 3 - City Destruction I'm hereby sharing my 3rd 'vlog' on how I create 3D Virtual Production content for UnrealEngine. This week is all about the destruction of the City elements ...
In this second part of sculpting my son Daan as a Digital Humanoid for Live Performance tasks in Unreal Engine, I'll show how to apply skin textures to a realtime 3D avatar.
Paying attention to details is crucial - therefore I start off with hand-painting different skin pores for seperate zones of the face. These small details will make a big impact in the end appearance. Then the fun part begins; painting color data on top of the pores; in this example I'm using photographic data in Substance by Adobe as a basis for further finetuning - if no high resolution data is available I paint the details from scratch. At the end of this phase the avatar is ready for realtime usage - the results you see in the video are not pre-rendered but Live from the software editor.
In the next video I will focus on adding facial hair for realtime implementation. In the meantime check my YouTube channel https://lnkd.in/duyxsGU or follow me on Instagram https://lnkd.in/dTvnbnM for more regular updates.
Stay tuned and let me know what you think!
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