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Anyone have any experience creating 3D animated films in UE4? What's your experience? Would you recommend it?

I need to create a short animated film for school, we're totally free to use anything we want. I want to create really nice environments (forest scenes) with some human models running about in them. I'm just not sure if UE is as good for making shorts as it is for creating games.
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>>599813
well you'd need to learn the asset pipeline, material editor and matinee (cutscene editor). but you can basically take stuff you make in a 3D package port it over and string together a movie. there's limits to what you can do, you'll primarily be working with morph targets and skeletons animation wise.

it's entirely feasibly but there is a learning curve.
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>>599821
Yes, I've been watching a lot of tutorials because there's so much to learn! So far I've happily discovered that I can keep animating in Maya and export that to Unreal easily, I'm just worried about cloth and hair physics more than anything. Any advice is very welcome!
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>>599834
well there's the physics engine for that. APEX cloth or nvcloth or something like that. not sure about hair physics but I know that in l4d zoey's ponytail was done using what they called a "jigglebone", there may be a UE4 equivalent.
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>>599813
You need to tell us a bit more information about the deadline, what school resources you have access to, if you're working in a group or solo, if you're interested in UE4 for yourself or strictly for this project, etc.

Pros: Really fast rendering, decent results (you still end up with that distinct UE4 look for better or worse).

Cons: Like any software, you're going to have to learn all the ins and outs, and you're going to have to tweak everything to get what you want, and things aren't going to perfectly import / export between your modeling software and UE4.

How long do you have? If you have a whole year to make the video, that might be enough time. If you have a month, you're probably biting off more than you can chew.
If you're already planning to learn UE4 anyway because you want to do vidya stuff (even if you later use someone else's in house engine) there's a lot of shared concepts and ways of doing things that are transferable.

Another thing, are you going to be rendering the stuff yourself or do you have access to your school's renderfarm? Because UE4 is great for cheaply and QUICKLY (a serious concern for animation) rendering stuff on your own, if you have your school's renderfarm doing the work for you then you're probably better off using whatever software / renderer you're already used to.
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>>599842
>distinct UE4 look
Realtime look? Yes. UE4 look? Please explain.
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>>599842
I have until the end of August (so less than 8 months) and I'm probably gonna end up doing most of it alone, I have one classmate who wants to team up and do the animations but he has his own film as well.

I have access to the schools renderfarm (not sure how reliable they are) and software-wise we have general Autodesk software (I use Maya), Zbrush, Substance Painter, Adobe stuff, Nuke. No idea what render software is available though.

The reason why I was thinking of UE4 is because I actually like the landscape tools and realtime everything (I like seeing results immediately). To me Unreal seems very intuitive and creative, but maybe I'm totally wrong because I don't really know a lot about 3D animation (I'm doing a Master this year but I actually have a 3D architectural visualization background)
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>>599851
I don't know if that is enough time, but I'd really like to see you do it. I firmly believe that realtime rendering is the future of 3D. You could either render the whole thing overnight on your desktop PC using lockstep rendering, or even go for a fully realtime presentation, although that would need more work to optimize. But it would definitely stand out from the crowd.

I don't know if you've seen The Lord Inquisitor, that was made in Cryengine, obviously the level of fidelity there is something that took years to make, but if you scale back your ambition somewhat it should fit within your timetable.
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complete nobody here, but would steam film maker not be a good choice?
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>>599948
it wouldn't. source is still stuck in 2004. it has the most horrific asset workflow you can imagine and at the very best with professional dedication it will look like pic.
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>>599813
it's good, you need to think about the style of the film. i wouldn't go high realism. also specifically we worked with alembic cloth sims and it's very unpredictable. the simulation stuff is going to be your biggest challenge.
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Did some UE4 short film ever become successful? I was also thinking about using UE4 for shorts, I'm only worried if the inferior visuals will become a problem.
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>>600071
Animated movies with video game engines are almost universally not popular in these times.

If you want to animate, render with renderman.
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Nice
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>>600073
That's interesting and I want to know why is that the case?
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>>600093
It reminds everyone of red vs blue
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>>600096
Lol, that doesn't make any sense at all.
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>>600097
sure it does.
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>>600093
he's talking out of his ass.
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>>600129
prove it
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>>600130
exhibit A: there are no game engine movies for people to dislike
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>>600132
...because it looks horrible and will never sell toys or rides
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>>600133
because it's an immature tech that is just getting off the ground.
because it's a more complicated tech that needs actual expertise like the early days of offline rendering and not just plug and play mutts.
when film engine is released you're gonna see some serious shit.
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>>600134
its just more of the same, gramps.
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>>600135
not an argument
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>>600138
whatever you say man, surely you are some prophet on "serious shit"
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>>599932
>realtime rendering is the future of 3D

Once GPUs become capable of high-quality realtime raytracing, then yes. Otoy, the makers of Octane Render, do have a realtime raytracing engine called Brigade, but it's really grainy on current GPUs at the moment.

https://home.otoy.com/render/brigade/




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