Char/Envi Design Project Journal 5

GAD 445 Character and Environment Design Journal Collections

”Starting the Unreal Engine and its Sequencer”

Using Unreal Engine Application

This game project requires low poly models, character mocap model, character coloured textures, props model and their final versions, which is why I need to use Unreal Engine to mix them. When using this application, all I have to do is placing the character model, backgrounds and props before using their Sequence.

Unreal Engine Icon

Unreal Engine Icon

  1. The first thing I do when using the Unreal Engine was importing the character mesh model and their mocap files by dragging them from the folder to the package. I also imported the 3 textures for the mocap character model as well.
  2. After that, I create a Material to mix the three textures and applied it to the character mesh. This process made the character covers with coloured materials.
  3. The next thing was placing the Mocap Character model in the screen and adding cameras to pilot, moving where the character is.
  4. Once I'm done with the testing, I can save this version as creating a new map and putting them in the content collections beside the Imported files.
  5. As for the Backgrounds, I followed the Concept art reference and placed the required props on the screen. The fountain model will be placed at the centre while the small house will be at the side. The floor is also textured with orange dessert sandy shores and the sky should be the same.

Using Material Editor to create Floor Material Process

Using Material Editor to create Floor Material Process

Arranging Model Assets in Unreal Engine Process

Arranging Model Assets in Unreal Engine Process

Starting the Unreal Engine Sequencer

Once I’m done arranging the following assets, I can proceed to use the Unreal Engine Sequencer. To start this process, I add a Cinema Camera Actors and place them to where they record the first shot of the mocap character moving in the screen.

Using the Level Sequencer and putting the CineCamera and their Camera Cuts Image Process

Using the Level Sequencer and putting the CineCamera and their Camera Cuts Image Process

Using Keyframes in Sequencer

Below the Camera asset, there is a transform that allows to edit, insert and move keyframes. To move the camera, I started using the Keyframes and change their X, Y and Z locations to where the scene goes on. I also used rotation for changing their face.

Using Keyframes in all Transform for the CineCamera Actor 1 Process

Using Keyframes in all Transform for the CineCamera Actor 1 Process

Adding Keyframes in Transform with Location, Rotation and Scale Process

Adding Keyframes in Transform with Location, Rotation and Scale Process

Day 1 Technical Process in using Unreal Engine Sequencer:

After I put the Mocap character asset in the Sequencer, I can finally add a keyframe to move their locations while changing the scene. Here is the Day 1 Technical process of using the Unreal Engine Sequencer.

Adding Keyframes for the Props Model Process