Unreal Engine Cinematic
Hideout is a cinematic I created using Unreal Engine 5 with Rokoko for motion capture and some Mixamo animations for the soldiers scene. I worked on this project while at CG Pro taking a 8 week course on Unreal Engine Filmmaking.
Through out this course we went through the entire process of creating a cinematic: finding inspiration, gathering references, creating a block-out, planning and setting up camera shots, and finally putting everything together for a final shot. I wanted to learn motion capture so I purchased a Rokoko suite to learned how.
In the process I used the suit to create animations, clean up the motion capture data, and get everything into Unreal working on a MetaHuman. The choice of using a MetaHuman was to keep the main character as realistic as possible. Not wanting to use a generic MetaHuman I learned how to scan my own face and also use Blender to put a custom outfit on. The blender process required learning how to bring in a MetaHuman, attach the clothing to the body, weigh paint to fix a tone of bugs, and finally get everything back into Unreal working. Another challenge was combining face animations with the body animations, as the neck was going through the body. Luckily I used some body movement as markers to help align everything else up.
Inspiration for this Project
Angel Has Fallen opening first scene gave me the inspiration for this project. How he was in a building looking out the window as soldiers where coming in looking for him. The focus wasn’t to make a 100% replication of this shot as it is complex with in door and outdoor environments with a lot of special effects.
Cinematics flow
Throughout the course I have learned to follow an overall set of steps when creating a cinematic.
- Gathered reference's click here to view the PureRef file
- Create a block out with the overall placement idea
- The importance of keeping a project organized
- Create a master Level Sequence to contain all the shot sequences
- Once the shots layout and flow are correct, focus on adding the polished art assets