Transcripts
1. Introduction: Hi, everyone. My name is Nico. And welcome to this course. I'm thrilled to welcome you to this Unreal Engine
course aimed at advancing your cinematic
animation skills. Hey, with my experience since 1993 in the animation domain, this course is geared
to share with you the essence of creating professional grade
cinematic content. This course zeroes
in on mastering unreal engine for
cinematic animations with a spotlight on sophisticated
lighting techniques and cinematic tools for
dynamic visual storytelling. We will delve into Adobe Mixamo for streamline
character animation and utilize Quicksaw
Bridge assets to enhance the detail of
your virtual environments. Unique aspect of our
learning journey will be the construction
of a virtual environment, which we will develop on camera
as the course progresses. This hands on
project will provide a practical work
frame for applying cinematic animation
techniques in a real live simulator scenario. By the conclusion
of this course, you'll have a comprehensive
project that reflects your capabilities in producing cinematic quality animations
and environments. This course is
designed to catalyze your creative potential
and equip you with the skills needed for
professional animation project. So once again, my
name is Niko Couch. Welcome to my course.
Thank you. Bye for now.
2. Project Introduction: Hi, everyone. Welcome.
Now, in this scene, I'm going to show you guys what we are planning to build
as part of this course. Now, everything that you see on screen right now
is built on camera. So you can follow every single component of the construction of this
virtual environment, or you can deviate,
which I do encourage you to do to be as
creative as you like. All the assets that
you see here are mainly either from mega
scans or from Quicklebidge, or from Plyhaven
and Adobe Mixamo. So those are the sources
of all the assets, and all the assets come for
free, which is amazing. So in this scene, we have framed the scene
between two cliffs. We've placed the water here, and we've applied
lighting techniques and fog to give it the ambience that we were
seeking. Okay, guys. Well, this is what
we'll be building. This is what we will
be constructing. I hope you like it, and we'll just go ahead and
start building it away. Alright, guys. I'll see you in the next
lesson. Thank you.
3. Setup The Unreal Workbench: Hi, everyone. Welcome to the installation and
setup of Unreal Engine. Okay, so we're going
to head off to Google. We're going to just type in
here Unreal Tengine download. And curly looking at
the images. Here we go. And yeah, so this is
where you want to land. This is your landing pad
landing zone, if you will. There are three steps in
downloading Unreal Engine. If you read from
left to right, step one is to download the launcher. So if you go ahead and hit that, you should be able to get
an Epic Games launcher. And if it lands on your desktop, you should be able to
click it and move on to installing an Epic
Games account. Once you've installed the
account and open the launcher, you can then move
on to step three, which is installing an engine. Now, there are multiple
unreal engine versions, and I will show that
for you right now. So once you've done
step one and step two, and as I've explained, I will not exhaustively
be covering this because the documentation
online is very, very comprehensive and there are a lot of tutorials on
how to set up unreal engine. It's not that difficult. All you have to do
is follow the steps. Step one, download the launcher, step two, execute the launcher, set up your epic gains account, and you should land on a page that looks
similar to this. Okay. So once you're here, you can then add
an unreal engine. Now, if you hit the down button, it will show you
what versions are currently there are available
that epic game support. So there's 5.1,
5.21 and 5.3 0.2, which is the latest
version currently. There is a newer version
which is 4.0 preview. I don't recommend going to any preview releases as
they might be buggy. They haven't officially
released it yet. But yeah, so what I want you
guys to do is head over to the top right hand corner and
install Unreal Engine 32. So once you do that, right, you will you have an iPhone that looks like
that that's going to land. All the I need you to
do is hit Install. Now, the location
where I want you to install Unreal Engine is
actually on your C drive. However, we're going
to make a few changes. All the projects will be on either a C drive or external
drive as well as the vault. Now the reason for this
is because the size of the files that will
be coming from the project and also the
assets will be quite large. So you'll be strapped for
memory very, very quickly. So my recommendation
or tip number one is avoid installing your projects or saving your projects on your C drive if you're strapped for memory. And also your vault. Your vault is essentially where all your assets, as
you can see here, these are a list of
Moloch asset stay action downloaded, where they sit. The size, epic games and Unreal Engine is very memory
hungry as far as storage. So, the more you create, the more space
you're going to need. And when you throne and you're
adding multiple levels, the size of your post is
going to get is going to be bigger and bigger and
bigger and you're going to run out of space
very quickly. So go ahead and install the latest version
of Unreal angle. Okay, so when
you're back and you have installed Unreal Engine 32, you should five to three p two. You should see
something like this. Okay. So once you're here, I'd like it to
then go to launch, and from here, you should end up launching the Unreal editor. Okay? It's going
to take some time, and right now, it's
clocking at 95%. Yep, it's coming through. And and here it is. Okay, you should
see this screen. Once you're here,
what I'd like you to do is head over to games. Get a third person template. So this is a whole lot of
templates. Just very quickly. On left hand side, you've
got games templates, film templates,
architecture templates, and so on and so on. Now, what makes all
these templates different is their setup. So some of them have
specific plug ins or they're enabled dataSmithimports
for archbsF example. There's a whole lot of
things that are already pre done and preset for now, you could go here, and start from film and video in to create this
cinematic project. But what I do find is
that there's a lot of stuff that's inside
here that I don't need, and I'd rather set
them up myself. So what I like to do is
go straight to games because unreal engine is
still a gaming engine, right? And go to third person, make sure that I've
got tracing enabled, it's desktop, and quality
preset is maximum. What we're going to be
doing is we're going to be basically working on desktop. And now here, nominate where you want to locate
and install your project. Now, as I said earlier,
you might want to install it on a SSD drive
separate than your C drive. So it purely up to you where
you want to install it. However, I do
recommend installing it on an external SSD drive. So we're going to go ahead
and do this installation. Okay, so I'll be installing the third person template
on my SSD drive, and I've created a graph. And I'll be calling my
project name something. Now notice that you cannot use special characters
for cert projects, so you can't use dashes
or anything like that. So you got to be careful there. But my recommendation is
always to start numbering. So 001, if you're going to
have 100 or 999 projects, I or like that. So let's go ahead and
place this as Project 01. So now, we've ticked
tracing, we Tick blueprint, with Hope third person template
under the game's catalog. So go ahead and hit Create. Now it's creating your project. Okay. Now, when we've
created the project, this is the first scene
that we're going to see. And as you can see,
this is just a level. There's not much here.
Actually, there's not much at all except this
particular template. Now, without deleting anything
or anything like that, there's no point in doing that. What we're going to
do is we're going to go straight to the content roll, which is bottom
left hand corner. We're gonna go straight up
to the highest level here, which is content, right? And we will go ahead and
create a new level, right. Okay. We'll call it New World. So as we go to
this new template, we'll ask you to save it. You hit Save. And
as you can see, there's nothing
here at the moment. That's fine. Don't panic. What we're going to do
now is we're going to go straight to Edit,
go to plug ins. And this is the scene This is the window that you should see right
now at the moment. So what we're going to do
is tuck in water, right? They're going to see
two different types. It says experimental. This has been experiment
for some time. I don't know why they
have an experimental because everybody is
using at the moment. So go ahead and tick
both of these, right? As so. And it's going to
ask you to restart. So go ahead and restart. Yep. Okay. Once that's done, you'll get this error message. Collision profile
settings do not include entry for the water
body collision profile. So this is a collision
profile setting, right, which is required for water
collision to function. Add entry to default
engine N. Okay. So we'll just go
ahead and click that. We'll clear that message, and that will be it. Next, we also want to add
the movie render cute, right? And here they are. So let's click both of those and hit Restart. Okay. So now they should
all be installed. So let me just check again. Water is click, yeah. Movie, render is click. Yeah, that's all good. Okay, so we got
those two, and um Quickle bridge is
also pre done for me. So if you do type in Quilebidge and you
see that unticked, tick that and make sure
that you restart again, and you should be all good. So now, what we have
done is the following. We have set up all our plug ins, our water plug in,
our pixel bridge, plug plug in, our movie
render Que plugin. Now, by default, every time this particular project opens, it goes back to the
third person world map. So what you need to
do is go back to content and New World. Alright? So now we're
back here, okay? So this is where we're
going to create our world. So if you restart it again, it's going to again take you
to the default location, which is the third
first person mapper. But what we want is
you want us to go to the new world level,
which is right here. As you can see, we've
installed the water plug in, Quicklebidge plug in and
move Render Queue plug in, but we haven't
configured the lighting. So go ahead and go straight to the Environment Light mixer, which is under Windows, scroll down until
you hit nVtlt mixer. Click there. Now, you're going to see a whole lot
of tabs at the top. Now, this is what's
going to unlock the light in your world. So go to normal in advance. Go ahead and click
Create skylight, create atmospheric light, create sky atmosphere,
create volumetric cloud, and also create height folk. Now, all of this
should be selected. And if you close that window now you can see that you
actually have light. There we go. All right. So now we can start our work. Now, on the right hand side, you'll see a bunch of assets
that are just being created. So if you just close
all those, here we go. So we got the directional light, exponential height
fog, sky atmosphere, skylight, and volumetric cloud. What you can do is you
can grab all these, right click, move to
create a new folder, and now they're in
a different folder. So now you've got
all your settings for light in one folder. What I like to do
is organize it so that all the assets that are inside my Virtual world
are structured in a folder. That way I can access
the folders very, very quickly, turn
things on and off. And if I go ahead and
do that right now, now I've turned off
all the lights. If I switch that on like that, bang, the lights are back on. So it's quite useful. So I'm going to rename this
and call this a I bet. I don't know if I spelled that correctly, but I'll
come back to that. All right. So now, this is the setup
that we've done. Now, the next part
of Chapter two is importing the Nga scans. So what I'm going to
do is I'm going to get you guys to save this. So do a save all or
Control Shift S, right, and close
that window. Okay. So once that window is closed, Epic Games relaunches again. So now what I'd like you to
do is go to the marketplace. And once it opens up, yet there it is, I want you
to go ahead and type in Nodi. Right? And just hit
Enter. All right. Now, here, you should
get a whole lot of interesting assets that will
help you develop the cliffs, the mountains, and all
those kind of things. So what we'll do is
we'll search for the nordic assets that
we'll be using to create our atmosphere
and so forth. So we can scroll down
or what we can do is go straight to Okay, so once you arrive
at the marketplace, what you can do is you can
go straight to free tab, head over to the
mega scans, right? And once you're there, you
can actually look down and look for the Nordic
Coast collection. Alternatively, you
can just type in Nordic Coast collection in
the search bar up here, and you should be
able to find it. So once you get that
tab, go ahead and click. And you can then download it
or put it into your tray, and then you should be able to have it inside your
library vault. So should land in here. So if I typed in
Nordic, there it is. So my Nordic coast collection is already in my
vault collection. So you should land there. So once more, let
me just repeat. If you go to Marketplace,
Nordic Collection. Here it is. I head over to the Nordic Coast Collection and download the Nordic
Coast collection assets. And once you've downloaded
that and gone through the cart process,
remember, they're free. And also, always keep an eye for supported
engine versions. This is why we're not going to 5.3 because it's
not supported yet. So all the Nordic stuff
that you see here on the screen only support
between 5.1 and 5.3. So as you go through
all these assets, spend some time looking around and messing around with
some of these things, you're going to see
a lot of the assets have also this feature here. Tell me whether or not it's
supported on MacOS and Windows and whether or not it's supported in specific versions. Now, the good thing
about all the MAC users out there is that now epic and unreal engine do support the
silicon based chips. So if you're on m2m3, M one, you're in GoodNick. You should be able to
be supported as well. Make sure that the
assets also have the bit apple there so
you can actually see that this particular
asset is compatible to the particular chipset for MacBook Pros and MacBook
studios and so forth. Okay. So once you downloaded
Nuti Cos collection, we'll go ahead and download the European folage
which is this one here. So if you go ahead and
also download this one. So what we want is the
Migascan trees European beach. So that's the other asset
that we wish to download. So once again, if you don't
know how to download it, let me just explain to
you how that might work. Let me find one that
I haven't downloaded. Okay, for example,
this one, right? I have not downloaded
mob Desert collection. I actually use this after all. Just add to CAT, and
you should see it here. So once it's in
there, you can just follow that and go
straight to Checkout. You can see it's $0. It's free. Now, once
you've hit Check Out, right, this particular asset is now downloading
behind the scenes. So you can actually
now go to library, and if you go to your vault, and I should be able to see that asset that
I've just selected, which is here, the Mobi
desert collection asset. Now, once I've got this asset, I can then add it
to the project. Now, once you have downloaded
the Nordic collection, so let's go here, Nordic. There it is. Nordic coast collection, I
can add it to a project. Now, what I've done is I'm
going to show projects. Let me I create my
project underscore 01, so I can select that project and just go ahead and
hit Add to Project. Now, what's happening here
and it'll take some time. It's going to cue this
particular download. So it's downloading
off the Internet. Now, because I actually had this particular Nordic
project on my SSD drive, it doesn't have to download
from the Internet. You basically find
the location where the Mega scan Nordic
Forest five Library is, and then just copy all the
assets into my project. So we just finish just
finished watching it complete, and we'll see what happens with the project once this is complete. Just
hold on for a bit. Okay. After you have
successfully added the Nordic collection and the European trees inside
my project Amber core 01, we'll go inside and have a look. So if you just go in
there and double click. Okay, here's the third person
tech plays all we want. We'll go to our new world about But what we're going to find here is
on the left hand side, you've got additional folders. Here's the European
beach folder. So this is what we downloaded
off the mega scan stores. But we also have a lot of geometry that's come through
and a lot of materials. Now, if you go down to the
folder called mega scans. This is where you will
find a lot of the assets, the nordi coastal assets, like a rock, for
example, here's a rock. And if we just stack
out a little bit, we can actually see where it is, see how it's highlighted, and so forth, we
can move the rock around or do whatever we want
with that particular rock. So now we've got
all these assets. So if you go back and mess
around with it some more, for example, let's grab a cliff. Here's a very big cliff you're
actually inside the clf. So if you back out, there it is. It's massive. It's
really, really large. And the level of
detail is amazing. So when you go close enough, you're going to see what
I'm talking about here. So these are exposed
bits to the sun, so you can see how the shapes
are a little bit strange. But we will be working
on some of this on some of the rendering
to make it look way, way, way more realistic
than what this is. So this is a particular stone
that came out of the asset that we had just
placed in our project. Now, before we go any further, we need to get some basics
around navigation and how do we move these items? How do we zoom them in? How do we place them
in the world and some fundamentals and tips and tricks on making
it look all good? Remember, we have
a project to do, so we've just embarked on bringing in the assets
from the asset library to get these amazing high
quality images into our scene. Okay, folks, well,
this is Chapter two.
4. Navigation & Scaling: Hi, everyone. Welcome to
the navigation lesson. So let me go ahead and grab a few shapes.
Let me get a cube. Let me get a cylinder, and let me get a cone. Okay. So notice how they're
all laid on each other. You can't see them. If I
navigate around very quickly, you don't have to do this just
yet. They're not anywhere. So what I'm going to
do is just going to highlight them one by one, and I'm just going to
move them to the side, and there we go. Alright. Now, how
do you navigate? You're on a Windows PC, you just simply hold down the left button and move
the mouse forward and back. And this will give you that
forward and back movement. If you want to look around, you can do the same thing. Just move the mouse around as you hold the
left mouse button. Now, let me change a setting. Now, notice how it's very
jittery. It's very, very fast. That's because my camera
speed is quite high. So what I need to do is
reduce it and drop it down to say maybe
two. Maybe one. Okay, let me try again. Okay, now that's going to
take me forever to get there because these objects
are quite far away, and my camera speed is very, very low, so let me
increase that slightly. There we go. There we go. Okay. So that's much, much better. Okay, so movement. Mouse button, left mouse
button, forward and back. Or, if you keep on holding
it, you can turn around. Now, the right mouse button
is essentially just that. You can rotate
around. That's it. You can't move forward and back. You can just go look up, look
down, and rotate around. What happens when you
click both of them? Well, when you click
both of them, you can pan up and pan down, left and right. Okay? So just memorize this. Left is for going
forward and back. You're basically
traversing the world, you're moving around. So
it's very, very useful. So you're moving
the mouse around. The speed is dictated by this
one here, the camera speed. So you can increase both
of these and go very, very, very, very fast. And that sometimes really is
spooky because you end up in a completely different
place and you don't realize your camera speed
was significantly high, and you're like,
Well, where am I? Okay, to fix that, let's
assume I am going to go very, very far away. And bang. Right now, I know where I am. I can't see my objects.
Where are they? Okay. So the best way to get back to your scene is you
go to the right hand side. You say, Okay, I know I
have a cone somewhere. You can highlight it and double click and you take it
straight back to your cone. Now, before you
do anything else, let me hop the speed again because I don't want to
lose myself in this world. It's massive, by the way. Let me drop that down. Okay. Let me increase
that a little bit more to say, that should be fine. Okay. All right. Now back here. Now, what I use is I use
on the left hand side, I've got a sky mouse, which is by three D connection. I'll drop the link
in this lesson. And on the right hand side,
I got a conventional mouse, which I use to mainly click
a lot of these objects. So as a summary, if you want to move
forward and back, left mouse button, if you
want to rotate around, it's the right mouse button. If you click both at the same
time and move the mouse, you will be pounding up and
down the left and right. Okay. So that's the basic way of moving and navigating inside your unreal
engine virtual world. Now, what I'm going to
do is I'm going to walk you through these
buttons here at the top. The arrow button is Q. So if you hit Q
on your keyboard, goes to the arrow button. If you hit W on your keyboard, it gives you this access button. So you're going to
have a red axis, blue axis, and a green axis. If you want to rotate, which is the E button. So you just click E
or just select it. You basically be able
to rotate objects. And finally, if you hit the
R button, it's the scaling. So you can scale
the size of this. So all these buttons
are actually lined up QWER on your keyboard. It's very, very easy to map
out the visual arrangement, as well as the
keyboard arrangement. So let me go back
to the selection. So selection is just about selecting any one
of these objects. If you select the object, you'll see on the
right hand side, all the information about
the detail of the object presents itself on the
bottom right hand side, and up here, you
can actually see all your assets
inside the world. So you can see that I've
highlighted a cylinder. If I go ahead and click cone, they can see the
cone details are all here and cone
is highlighted. Same thing with the square. So that's your selection button. Now, let me go to the
kick W on the keyboard. Now this is your XYZ axis
or blue, green, red axis. Notice how the
blue green is also very much aligned and
consistent with the green, the red, green, and
blue numbers here. So you know that any number
that you change here, you can change the location. You can change the
rotation and the scale. These three items here that are stacked,
location, rotation, and scale are the same as this, location, rotation, and scale. So these three are
actually here, but in number form. Okay. So if you want to be very, very precise about
your location, you can get it down
to the 0.01 of a specific unreal unit or a specific degree of rotation and a specific
degree of scale. So you can do it
from here or you can do it by selecting one
of these objects here. Remember, W E, and R.
So let's go to W. Now, W is all pushing moving the item or the asset up or down left or
right, or in and out. So that's all that is. So if you highlight any one of these axes, as soon as it goes yellow, that means that it is activated, press the left mouse button and move the mouse up
or down, that's it. If you want to go in
the red direction, you do the same thing. If you're going to go
in the green direction, notice how it's kind
of a little bit fuzzy. There's a pattern on the
green. It doesn't matter. As long as it's yellow
and it's highlighted, even with the pattern, if you drag it, you'll
move forward and back. What that means when
it's got this pattern, it means that it's
being blocked. So if I go on the other
side of this cube, now the green arrow is
visible to me and therefore, I can do it that way as well. So it doesn't really
matter. As long as the actual axes are highlighted in yellow,
you can do that. Now, here's a little trick. What if I want to
copy this cube? Now, I can do Control
C, Control V, right? But what if I want to copy it in a certain direction? Now,
here's a little tip. If you actually highlight
the blue axis and you press Alt and you press the left mouse
button and move it up, you've automatically done a copy and paste in the vertical axis. What if I want to
do two of them, but I want to do it
in the red plane. So basically I want to move I want to make a
copy of these two, but across to the left side. Again, highlight the red,
make sure it's yellow. Hold the old down, and while I keep the left mouse button
clicked and move to the left. Done. You can do the same, and you can do it
from here even. So you don't have
to rotate around. Just simply click all
four, for example, and let's make a copy in the green axis direction.
Highlight the green. Press Alt left mouse button and move the mouse and Weller. Here we go. There
we got four cubes. Nice. So four cubes here, and four cubes there.
Okay, fantastic. So that's how you can use the
XYZ axis button or W. Now, now we're going to go
into the rotation. Okay? So now let's pick a
different type of object. Let's go with the cone. So
let's highlight the cone. Now we've got the
rotation button here. Now, what if you want
to rotate the cone? Well, before we do, why
don't we make a copy first. So let's highlight the yellow, the blue axis, so's yellow. Alt Shift, and up
we go. No problem. Now, I want to rotate this cone so that the pointed part of that cone is aligned with the pointed part of that cone. How would I go about doing it? Okay, see, on the
right hand side, you've got number
zero, zero, zero. Okay, if I click the E button, green is going to
pan up or down, as well as red. So I could go in each
any of these directions, and I'll basically be able to align the tip of my cone with
the other tip of the cone. So let's go to
either red or green, and let's type in -90 degrees. Okay? That's fine. That's
in that direction. Okay, let's go minus
180. There we go. Okay. So now, I've got the
cones facing each other. Okay? And because
I copied the cone in the exact same
vertical alignment, I know for sure that if I
lower this in that same pane, I'll make sure that
I'm able to touch the two cone pointed parts
together, and there we go. Okay, so that's that. So that's the rotation. Now I can do that using the transform numbers
on the right hand side, or as I'm going to
demonstrate here, I could do it using
the mouse, as well. There. Okay. Now. So that's
the rotation button. Now, let's go scaling. Okay, so if I hit the button on the keyboard or this
particular icon, I can scale now my cylinder. Now, I can scale the cylinder
in the Y axis, red axis, or the green axis or I can scale in all
three axis all at once. How do you go about doing that? Notice it's a white cube. If I highlight the white
cube with my mouse, all three axis are highlighted. That means if I hold
my left mouse button and move the mouse
forward or back, it scales in all those
directions proportionately. Okay? Now, what if I want
to scale in one direction? Well, in that case,
you highlight one of them, and there you go. Skin scale up or scale down. The same thing over this way and the blue
direction. There we go. So if you're going
to hit Control Z, you go back to
where you started. It's very similar. Control
Z is fairly universal. Control C, Control B, Control Z also work in Unreal Engine. Okay, so now, what
about these numbers? Now, all these three here, that one, this one, and that one are
associated with your XYZ, blue, red and green axis, your rotation, and your scale. Okay, if I wish to
move objects, right, without any issues, just make it really really smooth.
There you go. I make sure that that
icon is not highlighted. The moment I highlight this, it means that it's
going to move in 50 unreal units of movement
in any direction of choosing. Now, 50 is quite a bit. So I'm going to reduce
this down to say ten for demonstration purposes. So if I go like this, notice how it's sort of a bit jaggery. It's not quite smooth. It's jittery a little
bit, see that? Okay, let me increase that to
say 50. Boom. There we go. Notice how the axis in the
world also changes, right? And then we reduce
that down to say one, a little bit smoother,
more granularity involved. But if I go up to
100, there we go. It's a little bit more
jittery, as well. And if I remove it,
nice and smooth. There we go. Okay. So
that's what this does. Next, it's the angle icon. So notice that it's
selected, it's in blue. So when it's always
selected, it's always blue means
that it's active. So keep if I unselect it, it means that I can move
this particular item, for example, and
click the rotation. Smoothly up and down. No problems. See
how smooth that is. It's moving at a two decimal
point angle of separation. So you can see here
it's going -2.22, -2.7 a, it's quite
accurate in that way. However, what if I already know my angle and I want
to just move it there, I can just simply go
to the numbering form. Numb to the numbers on the right hand side
and transform it. So I want to go to zero, zero, zero. Okay, so we're back there. I want to move the cube
in the green direction, and I want to make sure
that it's at 90 degrees. Bang, there we go. You can do it that way much
quicker, much faster. Or what you can do
is you can simply go up here in the icon,
highlight the icon, switch that to say 90
degrees and swing it around. There we go. Let's do the exact same thing as if I was doing it here
on the number pad. Alright. Now, next, what
about this one here? This one is all about scaling. So if I go to any of
these objects, say, the cylinder again, I'm scanning the cylinder
quite a bit. Let me choose a
different. Let me go with this particular cone. Now notice how I've
selected or highlighted and scale is selected on
the right hand side. That means that if I highlight any one of these
particular axis, that's the direction
I'll be scaling in. Now, notice again how there's
a white one in the middle. As soon as I highlight the
white one in the middle, all of the others go yellow. That means if I click
it and move it, I'll I'll be changing the scale in all
directions uniformly. Now, what if I highlight,
say, the red one? I'll go to red, green, and blue. Same thing. So we know all this. So
what does that do then? Okay. Notice how it's
not highlighted. Means that it's
fairly free form. There's no snapping
into some sort of grid. Now, if I click it and
say I increase it to ten, this means that now
it's scaling to ten. Notice that that's
quite horrible, right, because it's such a big
scaling number, right? There we go. It's
quite a big cone here. So what if I reduce
it down to say one? Okay, let me scale
it all the way down. That's going down in a little bit more of a controlled
fashion because, again, it's just about
the scaling size that we've actually
allocating here. So that's what these three are. They're just size
scalings for XYZ, access, rotation, and
the scaling button here. Okay. So we've just discussed the camera movement as well. So if you increase
that, that means you're going to go very,
very fast in the world. And I explain to you how to
go back where you started from just by highlighting one of these items and double clicking. But if you really want
to be moving around a very concentrated
part of your world, then I'll recommend
that you drop the speed and the camera speed scalar to something a
little bit smaller. Otherwise, if you go this high, you will basically
disappear very, very quickly in the world, and it'll be very
difficult to go back. So Guys, that's all, folks. This is the basic stuff
about navigation, copying, rotation, and scaling. So hopefully you've got
some value out of this, and I'll see you in
the next lesson. Thank you. Bye bye.
5. Windows and Menus Introduction: Hi, everyone. Welcome back. In this lesson, we're
going to discover the menu items and the windows that form the
unreal engine user interface. So what we're going to
do is we're going to start with the main menu file. Here, this is where
you can create new levels, open assets, saves, export files, and obviously exit the
project. Very important. Edit, the one that
I find that I spend a lot of time in is
the project settings and also the plug ins. So if you want to add
additional plugins, you can just go ahead, click that and you'll
get the plug in window. So you can just search the
plugins and find the plugs. And if you don't have a plug in, you can just add and
add a new plug in and you'll prompt you as to where
that plugin is located. You provided the path, and then you'll be listed here
and you can activate the plugin just by clicking
the box the selection box. Let me go ahead and close that. Next is the project settings. Again, a very important area. This is where you can activate certain features on
the application. So if you want to see if your rate tracing
is on, there it is. If you want to see if you got lumi or anything
like that active. So there's a couple of
things that you want to do at the global level, and
this is where you do that. You could do it at the
project settings level. Okay, if you want to change the thumbnail of your
project as well, it's quite neat if
you can do that. So you can do it all from here, so from the project settings. So once again, edit. Project sense and plugin is probably one of the
most important things. In the windows, again, this gives you access to all the different types
of windows you can open. The one that I find
that I usually use the most is the environment
light Mixer. I spend quite a bit of time here to activate different
light features, et cetera, but you can also do it in in the details paint on
the right hand side, but I usually just find
that I tend to go straight to Windows and environment
mixer and do it from there. What else are your
world settings again? This is this particular window, so you can adjust any type
of world type setting, so the entire world
gets impacted. So any particular configurations
that you apply here, they are applied across
your entire level. So you got to be
careful with that one, but I do find that particularly useful if you know
what you're doing, and so that's the
Windows one tools. For this particular project, we don't spend an awful
amount of time here for that, but if you are in the game
development industry, you probably might want to spend a bit of
time here as well. The render resource view, I do find that I usually spend a bit
of time here as well, but we'll skip that for now. We'll jump into that a
little bit later on. Build the Now, sometimes certain assets need
to be rebuilt. So I usually go here
and build all levels, so it does a rebuild for me. If I want to rebuild
just the nanite, you can Google what nanite is, but you can do it
straight from here and click rebuild NanitRbuild
this landscape. So when you introduce
a landscape, which you will later on, you can basically just rebuild
the landscape, et cetera. So this is I spent a bit of time in this particular
menu item, as well. So that's ito. So those are the focus areas
for the main menu. Now, as we look down
a little bit further, we'll see this particular tab. So this tab shows you
that you are currently in the new world level. And from left to right, we'll
just go through all that. So this is saving.
This is browsing. Now, this is the one that I spend a bit of time
clicking on and off, and this is the selection mode. So these are the
different modes. So you got the selection mode. That means that we can
select stuff, right? So you're going to spend a lot of time in
the selection mode, believe me, but then you
got the landscape mode. This is where you can actually see where your landscape is. You can modify your landscape. You can shift it up or down. So there's a lot of
cool features here. As you can see here, we can lift the landscape and
move it around. And obviously, you can do
it here from these numbers. You can apply certain
material to a landscape. For example, if you want to apply grass or don't have brass. Let me see if I can
apply scope pink, right? I can create a pink landscape. Yeah, there it is, right? Horrible pink. I don't know why I
did that. But yeah, so this is what you
can do in landscape. You can increase different
parts of your landscape. You can do a lot of cool things here with the sculping tool. But that's what you do
in the landscape part. Let me just undo all of that. There we go. And there we go. Okay, so that's the
landscape mode foliage. Now, if you have a landscape and you basically or a mesh
or a platform of such, and you want to add trees and grass, this is how you do it. You just simply
select the foliage. For example, we
have nordic there. So if I go ahead and select the foliage and I
basically say, Okay, well, I want to apply the foliage on a specific
part of the landscape, which I don't have here, so there's no way that I
can actually apply it. Then you can basically add
some trees and so forth. So let me go ahead and put something together
very, very quickly. Let's add a landscape, so let's do a little
mountain here, I guess. Yep. Okay, that's
just not right. Let me do it over here. Okay. So now if I
switch over to foliage, now what I can do is I
can select my foliage, and now I can Ooh. I've just added too
many trees here. Let me undo that. See, I've added 735
trees in one go. Let me just reduce that to something a
little bit smaller. Or what you can do is
do a single instance. So what I'll do is I'll
click that and boom, there's a tree.
There's another tree. Here's a third tree. Tree
tree, trees everywhere, right? So you can do it
like that. So that's the foliage selection, okay? Now all your foliags you can actually see all
of them listed here because we've added it to our content browser at the
very beginning of the project. So now what's done is grab all the foliage items that are tagged foliage and it's
dumped it here in the asset. So I can choose whichever
foliages I want, and I can just simply
add them however I wish. Now, if I don't want
to go ahead and add trees willy nilly, what I can do is I can
introduce a brush, and say, for example, I want to add five
trees in one go. Therefore, I can
just select What? Look, I s that. Oop. It's a bit too much. There we go. Now,
that's a lot of trees. Okay. So now, that's
what foliage mode does. So you've got the
selection mode. You got the landscape mode, you got the foliage mode. You also got modeling. Okay,
so let me undo all this now. Control Z. Let me just make sure I remove some
of the stuff. Control Z. Okay. So, oops. Okay, so let's remove
the landscape. Yeah, there we are.
So we're back here. So that's the foliage. Now we have also the mesh paint. We'll skip that for modeling. Modeling is really, really cool. This is where you can
do a lot of really, really interesting stuff with some of your meshes
that you might create. So, for example, if you want to transform certain objects, make them, you
know, look wider or whatever or modify
them in any way, this is where you'd go
ahead and do that from. So if you want to do some vertic sculpting,
you can do that. Oops hang on. Let me
just try that again. All right. So if you want
to sculpt a surface, you can do that, and you
do that by just simply clicking with your mouse and moving up or down,
however you wish. Now notice here
that the number of vertices is as that is, but you can basically add additional vertices
and break this up even further and be able to do some really cool sculpting
on some objects. So that's what the sculpting the modeling mode is all about. What I usually use it for
in quite a bit is actually, I use a different
tool for modeling, but I do find that
some tools like the polycart I need to use
because as you can see here, it's cutting straight through
this particular mesh. So as you can see,
that's quite useful. So if you have a
wall and you want to get rid of it, you
can simply say, Okay, well, I want to
put a window here, and I would like
to put it there. Now, if you don't want it there, you say, Okay,
well, that's fine. I don't want it there, but
I want it to be vertical, and I want it to be like so. So you can actually do
it exactly like this. So you can move the window. It's a rectangle now, and you can adjust
the size of it. As you can see here,
I'm adjusting the size. You can adjust the
width. And the height, and you basically
cut through objects. So I find this tool
particularly useful. So once again, the modes are selection,
landscape, foliage. I find the modeling
one quite interesting. And then you got other ones here which will not be
covering in this course, fracture, brush
editing, and animation. Okay. So that's for
a different course. Now. So that's the
modeling selection. So let's go back to selection. Selection is probably
the most important. The one that you're going
to be spending a lot of time on is that particular one. So that's the selection mode. Now here, this is where you
can add objects like you saw me before shape adding
shape. So I can add cubes. You can add um planes planes are quite
interesting because sometimes when you do import certain objects or
certain assets, those planes don't quite suit or they're not
quite accurate. So what you end up having to do is create your own
plane on top of an existing plane to
cover certain areas that that particular
import did not achieve. So planes are very, very
good and very important. So yeah, you can add
all sorts of shapes. You can add cinema things like, for example, a camera. You can let me go ahead and add a camera.
Here's a camera. Right. Now, here on
the right hand side, you can see what the camera
is actually looking. It's actually looking
at this cube. Let me move that around. Let me shift that to the right. Now, one way or another way
to control the camera is by actually going to
perspective and go straight to the camera actor. And now I'm actually
inside the camera. So this is me moving the
camera and everything that you see is what
the camera sees, okay? So if I want to exit from
this camera perspective, I just go here
with eject button. So hit the eject button. Bang. Now I'm outside of the camera and here's the camera that I
was inside before. So once again, let me go
ahead and just click that, and I'll go into perspective. Here's my camera actor
that I just added in, and this is what I see when I'm looking through
the camera, right? So you can zoom in,
you can zoom out. Now, if I click the camera
here on the right hand side, I can adjust the type
of camera I want DLSR, for example, or keep it as film. Oops, I got stuck and let's
try again. There it is. So I can basically select
any type of camera I want, any type of lens I want, five milia or maximum
focal point of 1,000, so I can do 2000 or
even higher, right? One of the things that
I've used quite a lot is actually the focus pane. So here, if I want to basically
focus on a specific cube, now this pink tells you
that I'm focusing right where I drop the
little pin here. So you can see I'm focusing
on this particular corner. So when you're doing
your cinematics, you can basically make sure that your focus is
on a specific area. So as the camera is moving, you adjust what
you're focusing on. Right now, you can see
how I'm far far away. So therefore, I've got
everything out of focus. Now, the closer I get into these objects, you're
going to start see it. There we go. You can see the white
coming in through here. That means I'm focusing on now focusing on this
and focusing on that. Now, you can change
the focus point, but you can also remove
this pinky mask, and there you go. And you can just use this
little droplet icon, and that will tell you, Okay, boom, you're focusing
on this cone. The focus assistance is 1,466. So if I grab this droplet
again, and I say, Look, I want to focus on this nearest object here,
which is this cube. But it's gone down, so it's closer to the
camera, so it's 1033. So that's the focus point. So let me not spend too
much more time on this. Let me inject Okay, so once more, this
is your camera. And the way you get to
that camera is simply by going to cinematics and
adding a camera actor, right? A medium plate, really
nice feature as well. I don't want to get into that too much right now this session, but it's just to
navigate you around. So you can have a lot
of fun with a lot of these different options here. One of them that I
spend a lot of time in is also is Quiaw Bridge. Quicksaw Bridge,
this is where you can get a lot of your assets. So you should be able
to see this icon. If you don't see this icon, it's because you have not had it the Quisaw Bridge plugin. If you want some
instruction on how to do that, please message me. But essentially, all
you have to do is go to the marketplace
in Unreal Engine. You type in Quixwbidge and you basically should be able
to download the plug in, and then you should
be able to install the plug in to your project. If you don't see this, then that's the way you'd
go about doing it. Message me, and I'll
send you the details around this otherwise,
feel free to Google it. So Qixil Bridge is where we will collect a lot of our assets. So, wait, wait,
wait, here it is. Look at that. The details on this asset is absolutely
amazing, amazing. I always fall off my chair. Every time I look at
the details on this, you got four K, two K, eight Ks absolutely
unbelievable. And the cool thing
this is all for free. Oh, well, if you're vegetarian, you probably
won't like this. But then you've got
these ones over here. You got a pair that has
a bite in it, right? You can download it,
and then you can hit ad and you'll go adding it
straight to your project. Again, not what we want to do
for this particular lesson. But going back to this, this is probably one of the
most important things that I use here besides these ones, this one's appeared to get
content. Pixel Bridge is it. You can also go straight
to the Unreal marketplace, which brings up Unreal now. And this is where you
can basically do more searching across the
entire marketplace, not just Quixwbidge. But here, if you go to library, and you should be able to
see something like this. Saying there's an update a,
which I need to refresh, you install it to the engine so that when you
click your engine, which is 5.3 0.2, and you go to install plugins, you should see Quicklebidge right here ready for you, okay? And if that is the case, then you can simply
go back here, and you should be able to see Quilebidge right here and be able to activate it as
soon as you click it. So that's Quixel Bridge. This is quite useful quite
a lot for blue printing. So we'll basically cover that a lot when we're talking
about meshes and textures. Now, here, this is
your cinema icon, so you can add new
level sequences. What that is is essentially a scene, like in a movie scene. So you're doing one scene, you know, start,
shoot the scene, then cut, shoot
the scene and cut. And that's what this
essentially is. It's a level, so you can have camera movements,
multiple camera movements. You can record it, and you can add multiple number
of level scenes. What that means is they will capture the scene the way it is. So if you modify anything, the camera will stay
exactly in the same spot capturing the same thing
that you've told it to capture regardless of
what's in front of it. So that's what the
add level scene does. Now, here, this is
more for game modes. If you play it, let
me just hit play. Okay, my guy here is not going to move anyway
because there is no plane. He's just dropped in midair
and he's falling forever. Perpetually, he's
gone, he's gone. Yep. Okay. So if I
have a plane here, I would basically be able to Y, let me just spin aro. Yep. There we go. Sorry about that. He
would actually land here. So that's the play
button and so forth. So that is this
particular menu item. We've covered this
in the navigation. Now on the right
hand side, you've got something
called the outlier. Outliner. Outlier? I
think it's outlier. It's an outliner. Now, this is where
all your assets are. So you can by simply clicking
these eyelashes, right? So, for example, that one. See how I can where is it? Let me see what am
I clicking Ce two. There it is. See how
it's turning on and off. So you can see the eyes on
means that it's on eyes on, eyes off, eyelids,
halfway go, right? So that's what that is. So under each cone, you're
going to get a mesh. Now, the meshes normally
are not triggered. There's that part
of the actual mesh. There's a lot of
detail behind that. There's a lot of
conflict behind that, so you don't have to
turn that on and off. To turn that particular
cone on and off, you go to the parent code to the parent object and you
just click it on and and now, if you want to make any adjustments to any
of these assets, you simply click
the acid and you basically can see the
hierarchy of the acid, and from there, you can make adjustments as to its
rotation, location, scale. You can change the meshes are basically what
it's composed of. So all the details,
all the triangulations that make this particular
cone in place, that's what the mesh is. Then you can add materials. Mateials it's all about
what texture is on it. What are we actually
representing here? So if I go ahead and select a different ash, sorry,
different material. Now I've got a silver material, so you can see how it's
reflecting quite interestingly. But yeah, you can select any particular
material that we have. What's this one doing? Not sure. Okay? That's a very strange one. Okay, but blinking text. That's what that one is. Okay. I discovered some
new things all the time. Look, let's look at this
one. Odd, very strange. So that's what the material is. And that's what happens when you click one
of these assets, you can then modify how it
behaves. What does it have? What texture is it and
so forth, so forth. So let me just close that. Let's go back to just
a linking carat. Okay. I don't know what that is. But anyway, it can be
lost in all this stuff. So if you want to
see if you want to basically have
what that one is, so instead of actually trying
to search for what it is, you can just click the
one right next to it. Find out, oh, it's called
basic material. Okay, cool. Then you go over here and
you basically type in basic Basic shape material, bang, and now we're back here. Okay. Cool. So that's so
that's essentially it. I'll move these cones
around inadequately. But anyway, so that's
on the right hand side, it's got the outliner of
all the objects that are inside this particular world of yours and all the details. So every time you click
any of these things here, you're going to be updated with the details of whatever
you selected up here. Okay? So if you select any object, the
same thing happens. So if you select
any of these items, both the outliner and the details change immediately to whatever that object is. So you can do that in
any of these modes. So you don't have to be in
the select mode, right? I use select mode. I usually am either in one
of these modes, right, or I'm clicking here on the right hand side
and doing searches. Okay, so that's that. Now, the content drawer
is down the bottom. This is where your
whole structure, all your filing
system is located. So everything is under content. Now, as you create the
new levels, right, the new levels are
basically using the foundation of everything
you've structured, but just adjusting it to whatever conflicts or changes
you make to those objects. So if you basically remove a very important item from the directors or from
the folders here, it will affect all the levels. The levels are really cool because you can create
a different version of whatever you're
creating using the same assets and
the same folders, the same data and
the same information that is under content, but just as a different level. So you don't have to copy and
paste the entire project. You can create multiple
different levels simply just by clicking here and you can
duplicate, right? So now I've got two levels. So I've got this one over
here and this one over here. So if I go here to say
the the new level, level one is going to
ask me to save it. So I'll go, Okay,
fine. I'll save it. Now, if I go and grab this and move it to the I'll
just delete it. Okay, so I've deleted all
this, but guess what? All the content, all
the configurations, all the textures
of everything that I created in the first
level are still there. It's just in this level,
I've removed objects, I've removed assets
of the screen. So if I go ahead
and I save this, and if I go back to my first level, it's
still there, right? But if I've changed the specific texture that both of these levels
you're using, you will see the change
over and over again. So if I'm in, say, New World ten and I change a particular
texture or delete a specific file that's inside the core root file of this
particular entire project, it will impact all
of the levels. Okay? So the levels are really, really cool to have
because you don't have to recreate all of your assets. You can just reuse them and just modify them and configure
them how you wish. I particularly use this
when I want to say, Okay, I'm doing a scene that's in the daytime and a scene
that's in the nighttime, but I just want to
use the same assets. Then I just create
different levels, and I modify the lighting for
that particular instance. So that's what leveling is. And this is a
particular area where I spend a lot of my time. Modifying and changing and renaming and creating
different directories, et cetera, so to make
sure that everything is structured nicely and
form very, very well. So you can see some of the
geometry that we've entered, remember the European
beach that we introduced as an asset right at the beginning of this
course. Well, it's all here. Okay? So, folks, that's a quick introduction
of all the menu items. We've done a clockwise
circle around. We started from the top, came down here, went to the right, we spoke about the details, and then we just landed
here on the content drawer. Guys, thank you very
much and look forward to catching up with you
guys in the next lesson. Thank you.
6. QuixelBridge - ALERT - Skip to Next Lesson on the new FAB Library: Okay. Hi, everyone.
Welcome back. And in this lesson, we'll be
working with Quixwbridge. So we'll be exploring how you bring in assets from Quixlebridge over
into your project. So what we're going
to do is go ahead and click the content draw. Now, there's a couple of
ways you can do that. But before we do,
we're just going to go head over to our
new world level. So I just double click that. That should look
familiar, right? So what we're going
to do right now is bringing some assets
from Quixlebridge. Now, very quickly, you can
do that in multiple ways. You can go ahead and click
the right mouse button anywhere in this area. Yeah, oops. Why is that
not working? Hang on. Go. Yeah, there we go. So you can click your route right mouse button
and the top end, the third from the
top, you're going to find Add Quickle content. You can do it that way, or
you can simply just go over here and hit Quisle
Bridge as well. So what I like to do is, I
like to just go straight here in the content
itself and just go, Okay, add Quicklebidge content. Now you're going to
get this window, and this window is
going to appear. Now, if you haven't logged in, it's just going to
ask you to log in. So it's going to ask you
for user name and password, you log in, and you should be able to see this
particular window. Now here, you can go
to the three D assets, three D plants, services,
decals, is great. It's important to know what
kind of decals you can use. For example, if you have a
wall and you want to make it a little bit rough or
a little bit ragged, or maybe even spray painted. There's a lot of cool
stuff here in the decals, Imperfections as well,
the same sort of thing. So if you've got a
piece of land and you want to basically
throw some charred wood, imperfections would
work really well, but also imperfections coming nicely for glass
material as well. So window stains,
things like now let's go ahead and go to
say three D assets, and let's bring across an asset just so you
can see how that works. So if we go to
historical and let's go ahead and bring in
one of these assets. I don't want anything like
that because a bit more, but oh, let's go grab
this Japanese bridge. So if we go and click
this Japanese bridge, now the top right hand corner, you're going to see a
little green arrow. That means that you have
you haven't downloaded yet. So if you click it, you
can hit it to favor, so it will appear in your favor. So let's go ahead and
do that. And here you determine what kind
of quality you want. Now, the higher the quality,
the more memory it's going to consume on your hard
drive, on your hard disk. And that means you're going to carry it wherever
this project goes. But let's go ahead and pick
the highest quality possible. We're going to hit Download now. So once you hit that, it's
going to take a little while. It's going to download
it. Back on the icon, you can actually see the
percentage download. Over here, it just shows you the green line that's
spinning around clockwise. Just wait until
that's completed. Once it's complete, we're
going to go hit Add. Once you hit Add,
it's going to add it to that particular project
that you're working from, and it's going to put it in
under the content folder. So let's wait it's
almost done and bingo, right? Okay, it's done. So now you can see the ad button is down
blue and it is activated, so just go ahead and hit
that Cool. All right. And it shows you where it is in the actual
content browser. It's right here. So
now what you can do is just let's move this
particular window away. And now that this window
is actually activated, what we can do is simply
grab the static mesh. Now, every time you
bring in assets, you can simply search on static mesh and highlight
just the static mesh. The static mesh is
the actual polygons, the triangles that basically create this
particular structure. And you can actually
see when you highlighted the number of different vertices
and the number of triangles that make up
this particular asset. You can see there's 4,419,
so it's quite intense. And you can also see how big size of an asset that is from a memory
consumption perspective. So you can see, it's
18 megabyte megabytes. So what you've got
here is you've got quite a very detailed asset. So let's go and grab that asset. So you left click, drag
it across to your world, and it should appear
anywhere you drag it into. So now, let me just bring
that window down for a bit, and let's have a
look at this asset. So if you look around it, it actually looks
pretty detailed. If you come in close, look at the level of detail
you're looking at here. It's amazing, right? Fantastic. Okay. So there you have it. So now when you've got
this particular asset, you can simply do what, what we've done in the
previous sessions, just click it. You
can lift it up. You can lift it down,
bring it to left, bring it back and forward. You can spin it around, and you can also scale it. So make it very big. There we go, or
make it very small. There we go. Okay, so that's
how you bring in assets. So that's just an example of how to bring in
Quicksawbidge assets. Now, what you can do is once you've got
that asset back in, you can just go back to
your content browser, do exactly the same thing and click and add a
different kind of asset. For example, you can add, Oh, this Japanese letter
looks pretty cool. So I grab that, and it's
downloading, does pretty quick. I know that just highlighted. So again, it depends on the
speed of your Internet. So if you're on a Wi Fi four G, you're going to weigh a bit. If you're on a five G, and
you're looking at speeds of, you know, above, you know, 400 or 500, it's going
to be fairly quick. So my internet is fairly fast, so it's happened
very, very quickly. So don't panic if it doesn't work exactly the same
way it's working on my machine because I just have a very good deal with my
Internet service provider, I've got a very good Internet. But if it is a bit
slow, just give it some time. So now
it's downloaded. So let's just add
it to the project, and it should appear. Here. So if you go now
to your mega scans, you got your three D assets. Remember, we've
added the Nordics, and here's the bridge and
here's the Japanese lantern. So what I'm going to do
is I'm just going to grab the lantern and place
it in my world. Now, let's go in and have
a look at this lantern. There it is. Pretty cool. That's a really cool lantern. So basically, we're going to
grab it, go to bring it up. And then what you can do is you can simply
just place it near the bridge and you start creating a scene
that way, right? And that's the cool
thing about having such an integrated
way of bringing assets and assets that are of
high quality such as this. So if you zoom in and you
actually look at this lantern, look at that level of quality. It's actually
really, really good. Now, just another little hint. When you've got a lot
of things highlighted and you want to get rid of this yellow line outline and also the X axis and
all that kind of stuff, go ahead and hit G
on your keyboard. Once you do that,
it all disappears. So you've got a very clean
look here at the moment. Okay. Excellent. So, guys, that's how you bring in assets. Now, what about materials? Okay, so let's go back
into Quicklebridg. And I like to go content and right by
the click add content. Now, what about materials? Okay, so we've done
the three D assets, and let's go to surfaces. Let's type in Let's
type in wood. Right. Okay, so we want to look
at wood floors or wooden. So there's a lot of assets here, but we want to
look at materials, particularly, so right, well, let's grab wood floor, see if that's going to help. Um Yeah. Okay. Excellent.
So now we've got some wooden planks and floor planks that we
can basically bring in. That looks good
as well. So we've got various different
things here. So let's go ahead and grab, for example, that one, right? So we can just add that in. So let's download that. So
now, what are materials? So what we're doing
right now is we're adding a material to our world. Mateals are
essentially objects in the unreal realm that if you grab and you place it
on top of another object, it would absorb its properties. In other words, if
you want to make something look like
as if it's right now, we got a wooden floor,
you can just grab this material and drop
it with your mouse, and it will basically look
like the wooden floor. So that's really it.
That's what materials are. Mateial instances are instances
of the original material. So therefore, if you want
to change the scale or, you want to do it in
the material instance, because if you do it on the material or
the main material, material instance, what's
going to happen is it does change
across everything. So that can become
very problematic, especially if you
apply the floor in many different areas, and then you change a scale
on one particular area, it will change it
for everything. So you want to always
have material instances, but I'll be discussing that
in a different lesson. For now, let's go
ahead and add that. So if I now go and
close this window, and go back to my
content drawer. What I can do is just type
in wood, and there it is. Here is my wooden instance. So if I go grab that and dump
it on this particular box, you can see that right now, this box has inherited the material properties of that material object that I just downloaded from
Quicksaw Bridge. So let's do it again. Let's grab sake, for example,
this particular cube. Actually, let's go a little
bit more interesting. Let's grab this cone. Now, remember, the wooden
planks are very vertical, so it's going to be very interesting to see
how that looks like. This is a big experiment. I haven't actually
done this yet. So you go to the
material instance, you grab it and you dump
it. Oh, there we go. So now we've applied the particular material
instance on the cone, and you can see the level
of quality that that is. I can see how the light
is a little bit diffuse, and it's reflected perfectly. Beautiful. Down the
bottom, the, yeah, it's applied at the bottom, as well. Isn't that great? Okay, so that's how you
bring in materials. Okay, so now let me explain
a couple of things. You got the material instance. You also got what they
call a material texture. Material texture is what this
material is composed of. So all these little textures here make up this particular
material instance. We don't need to go
into great detail, but just know this. When you've got a ball that
has a particular material, you can grab that and dump it
on any object in the world, and you'll inherit straight away that particular property. So now I think you're
getting the hang of this. So, guys, this concludes this particular lesson on
how to bring in objects. So static meshes. Remember, this is a
static mesh, right? So these are objects
that are coming from Quicksil Bridge and materials. So these are materials
here that we just grab and we can apply it to any object that we've created
in this particular world. Okay. So thank you, guys, and I'll catch you in the
next liston. Bye, bye.
7. Quixel Bridge To FAB TheWayEasyWay: Hi, everyone. My name
is Nico. And welcome. As you all know, Epic have made a significant change in
the recent few weeks, and that change has impacted everyone across board because it changes how you access your
assets and your materials, your textures and so forth. Previously, what was baked into Unreal Engine
was Quicksaw Bridge. Now, that's still there. You can still access
it, but they're going to decommission
that very, very soon, so it's not going
to be available in possibly the next
couple of releases. Until that happens, I really recommend everybody
move over to the fab. So now, why has Epic done this? Okay, well, for a lot
of reasons, number one, is to unify all the assets because they were across a
lot of different platforms. And two, also is to enhance
the quality and the user interface for all the
developers across board. So that doesn't just include architecture
visualization people or visualization people per se, but also a lot of
game developers. So it's bringing a lot
of assets from like Sketchfab other locations into one location where everybody
can access their assets. Now, here's the good news. The use case or the workflow
using Pixel Bridge, that was really, really
easy, straightforward. Well, that hasn't
changed much with Fab, and I'm going
to show you how. So here on the
screen, this is how Fab looks like at the minute. Now, when you open
Unreal engine, which I'll do right now. Okay, so now, as
Epic games launches, what we're going
to find here is on the top part of the
menu, you've got news, but you also got now a
new tab here called Fab. I used to be mega
scans, if you recall. And then a library twin Motion and Reality Capture
or great products. Now, what we're going to do
is just going to hit Fab. As soon as you hit Fab, you're going to
have this question. Hey, do you want to explore Fab? Now, if you want to
hit this button, all that's going to do
is going to take you back to this screen, which is their website, right? We don't want to
do that just yet. We want to show how you
work with fab inside Unreal Engine the same way you
worked with Quicksawbidge. So the worst way to do that is to avoid that for the moment. Go to library. Now,
here's all my versions. Here's a bunch of projects
that I've been working on. And down the bottom, you're
going to see fab library. So go here. You can
click this button. What that does is it refreshes the fab items, which
is all these things. So what you can do is move over to the right hand
side and type in fab. Yep. Now, as soon
as you do that, you're going to get the
fab, E plug in, right? Now, what you can do
is you can click it. Now, I've already installed it, so you can't see any of
the engines to install. But once you do, you're going
to get a drop down menu, and you can basically
install it across 5.3, 5.4 and 5.5 for now. So as soon as you've done
that, great, move on. Here's my Unreal engine project. Now, I've brought in
some assets before just to play around
prior to this video. But in essence, everyone's
familiar with this viewport. And now, a couple
of subtle changes. If you go to Windows, you're
going to find Fab here. Also, if you right
button the clock, you're going to find Fab
very very same places we used to find QuicklePridge, or Quile content, right? So now, what you're
going to do is also you're going to find that once you
introduce fab assets, there's a new library structure. So all the assets, materials, et cetera are now under Fab, used to be called
mega scans, right? So you used to get
mega Scans library up here at the parent. So right under content,
get mega scans, but now it's Fab, and then under Fab, you have mega scans, and you're probably
going to have a whole lot of
different assets if you go deviate outside of the
mega Scan asset library set. So now, what we're going
to do is we're going to demonstrate how to get an asset inside a
specific project. So we're going to look
at this cube here. We are going to
give it a material. Now, the way we're
going to do this is we're going to write the click, go to Fab, and as
soon as we go there, you're going to get this
window pop up, and here it is. Now. Alright, now,
first things first, let's have a look at what's
actually on this window. So from left to right,
this burger icon here shows all the
different options you have, you've got Discover, and under Discover discovering whatever
you want to look for. So to the assets through
the assets and so forth. Then you've got
Milibrary my library, all the assets belong to me. Now, not everything
is in here, right, but a lot of them are, okay, because I was importing them in and importing
them and so forth. Now, when you go to Fab and you go to any of your
Quicksa bridge assets, you're going to just
hit Add to my library, and they should all
appear here ready to go. So for example,
let's have a look. Okay. If I click here
on this one here, I can see all the
assets that are associated with this
particular asset. Now I can do add to project
or add to my library. Now, because it's
already there, I don't need to add
it to my library. So what I'm going to do is show you how to access QuicksL. So now if I go over here,
go back to Discovery. So this is your launching pad. If you type in Quisl Now, what you're going to
see is you're going to see a whole bunch of assets that appear under the
banner of Quixle. So if you go and hit Creators, you're going to see Quickle
as one of the creators. So you can go ahead
and click Quickle, and now you're going to see
all the quick Quisl assets. Now, what's important
is for you to claim all these assets for free
that were free under mega scans as well
before the end of 2024. Otherwise, in 2025, you'll be charged an amount per asset. So if you go ahead and say, click any of these assets, there's a little icon here says, get all QuickSol
mega scans for free. Click that, and you
should be able to claim all your mega
assets for free. Now, I've already done
this, so I don't need to do that. All right. And it should look like
something like this. Mega screens have been claimed,
and you're good to go. So now back on my library, so let me just close that down. So now, if you decrease
the window size, this is a window
inside unreal, okay? So it's very similar to how Quisawbidge was
working where you had a model window appear or
window appear on the screen. So instead of being
Quicksawbidge, it's fab. Now you can go ahead and
add this to the project. Now, this is going
to take some time, so I'm not going to add
this massive scene. But once you're there,
you can go back and click the Quixle
icon and you see all the Quixle bridge assets
you found previously. Now, some of the assets have been broken up
into individual parts. So they're no longer in
this massive library. So you're going to have
to just basically go individually and select each and every one of
them individually. Now, for example, if I
type in Nordic, Right. Now, these assets
all used to come into one folder in mega scans. Now they are individuals. So you have to grab each one of these individuals and
drop it into your screen. So what we're going to do is
we're going to basically go ahead and say, I like this rock. So there's a little
hand that appears right above the rock, grab it, move it, and notice how the
fab icon appears there, and here it is, right? It's a tiny rock.
But Daisy Rock. Right? So now,
another one here is, for example, this one
here, we'll grab this one. I think this might be
a very large asset. No, it's not that
big. Okay. So now I can move that
around and so forth. So now, all these assets are now appearing here in
the content browser. So under fab, if you
double click Fab, mega scans, three D, and they're all appearing here. So they're all
located right there. So now, what about materials? What if I want to dress this blue cube using some sort
of fabric, I can do that. So simply dragging and dropping, I should be able to, um
it's downloading it. And here you go. Now
we've got stone on this. I should be able to let me see if I can find
something else. Let's get some rusty painted
metal sheet surface there. Okay, so it's very
similar to Quixlebidge, no different, no different
and no different. Okay, so now you've got various
assets that you've placed inside inside your view
port in your unreal engine. So now, going back
to Quixlebridge, let's just navigate a little bit more the actual user interface. So if I close that,
so unfortunately, there is no Quixlebridge
discovery set here, but if you do do the following, if you go ahead
and click models, you can then simply
cancel that search, and then it gives
you this option of search results by
product or by creators. You can go ahead
and hit creators. Now, you should be able to
find Quicksort Bridge here. But another way and probably the best way to do it is
just simply typing in Quixle and as soon
as you type in that, you're going to see the
icon, the Quixawbidge icon. So if you click the
Quiawbidge icon, you're going to land right here. Okay, so from here, you
can introduce you can get all your assets and
don't forget to claim them before 2024 and then just drag and
drop them into your scene. It's as simple as that, really. So if you just want to
grab any particular asset, it's as simple as drag and
drop very similar to what we were doing with
Quicksawbidge earlier. Let me just see what's
happened here. There we go. Okay. So you can can
do it all that way. Now, what else can
I show you here? Okay, on the right hand side, you have the various formats. So if you don't want
to see anything but unreal engine formats, you can just remove these, and basically all
you're going to see is the Unreal engine formatted
library options here for you. And now, what I do recommend
is just keep them open. If they're all under QuicksL,
they should be fine. You should be able to
grab drag and drop them. You've got the download size. It tells you the size of
them. You've got the pricing. You can do for free.
So click on for free. So this applies across the board across the entire platform,
not just to Quisle. So you can do things like
on sale. So what's on sale? Now, obviously, now I'm
under Quicklebridge, there's nothing on sale yet. Because all those
items were for free. I still until 2024. So let me remove
that license type, give you some information
about licenses, ratings, so you can
nominate what assets, top rated assets
you want to look for or if you don't care
about that, that's fine. Published dates, so
things that have been published in the last
six months, one week, so things that are current,
you can filter on that, allow for use with generated AI. Now, this is very important. I think some of the products
here that are generated by AI are really not that good. You can just say,
Okay, look, hide all the ones that
are AI generated, show me the ones that are
generated by humans, right? Now, as AI progresses, I think this is
going to be quite relevant where you would actually want to
reverse this and say, show me all the AI ones
because they'll be that good. Until then, we basically have
this toggle switch, okay? So and obviously
show mature content. Now, this is the
filters for this. So this gives you a lot of power to control your filters
and what you see here. But again, it's a bit clunky. The fact that you can't get to Quixel Bridge from a menu item, you actually need to type in QuixL my microphone is in
my face at the moment, so I can't see the keyboard, but yeah, I've done it right. So just basically find any asset with a Click
Quixel Bridge logo, and you should be able
to go straight to Quixlebridge and see
what they have on offer. Now, again, it's a replacement of Quixobidge but it works
pretty much the same way. If anything, the search
mechanism and the capability to explore and look for things is much quicker, much faster, but it also gives you access to a lot of the other items that otherwise you will
still be able to gain access to from the
market store on EP however, it all gives it to
you in one location, one place, and I'm pretty sure you'll find
what you're looking for. Okay, that's all for me for now. But let's see what happens with some of the
integration aspects between Fab and Unreal Engine, how that improves
and moves forward. I'm pretty certain there are a few glitches and things
that need to be ironed out. But I'm quite excited
about the new changes. They all look very positive. And, yes, I look
forward to seeing what the new version
of UnuLEngine will provide us as far as integrating assets with Quixwbidge
but also fab in general. So that's going to be
quite an exciting event. Alright, guys, thank you
all. And bye for now.
8. Materials vs Meshes vs Textures - Know the Difference: Hi, everyone. In this session, what we're going to
do is we're going to touch on how do you create a material and how do you create a material instance? Okay, so now, we've grabbed a material from Quickle Bridge
in our previous lesson, but how do you
actually make one? Right? So what if you do
have a texture of your own? You've done a little photograph of a particular area of a concrete and you want to
create your own, right? Now there's a lot
of different ways, but I'm not going to
deep dive into this. What I'm going to do is,
I'm just going to create a material from scratch. And I'm just going
to use textures that are there and easily
available immediately available using the
third person template that we created
this project from. So if we go ahead
and what I'm going to do is I'm going to
go to materials, right? Let me close that. And
these are a couple of materials I just created earlier just to
mess around with. But anyway, let's
do a brand new one. So what I'm going to do
is write on the clock. And if you go to material here, right, you can create a new material. So
let's give it a name. I'm going to give it a name new material underscore EU Demi. Underscore N K one, right? Okay, so now it's
very important that you have a very good
naming convention. This is not a very good
one, by the way, but, yeah, so anything with materials, you might want to
have it, you know, as an M underscore,
meaning material. If it's a material instance, it's a common way of naming it. So the naming convention is
MI for material instances, M underscore for materials. So let's try to do that. Let's go ahead and
just rename that. Let's call that M underscore
demi underscore tutorial. Ah. Oh, it's moved. Let me try that again.
Underscore shoot, underscore zero, one. Okay. So now we got a material. Excellent. Okay. But what's
inside the material? You can see it's actually the
gray shades of gray circle. So actually, there's not
much there at all, right? So what you do is once
you double click it, let's try that again
so so it didn't blink. Here we go. So what I'm
gonna do just double click. When you double
click, you get this. What is this? This is an editor
for the action material. And this is called a
blueprint for that material. Okay. So now you can see here every material that
you start from the beginning has some
very basic elements to it. The base color, is it metallic? Is it rough? Is it immersive? And then you've got the normals and the tangents
and a whole bunch of things here that
we're not going to go into great detail
here in this session. Okay, so I want to add a texture to this
particular material. The way we do that is, well, we add a texture sample. If you we collect anywhere
on the screen and type in texture sample, there we go. We should be able to
find it straightaway. Easy. So next we're going
to connect the RGB, red green blue circle on
the left hand side with the base color circle on
the MI U Dimihut window. So now what we got is an error.
Why did we get an arrow? Well, the error is there
because we haven't allocated a particular texture. So again, we're highlighting
the texture sample, see the yellow line
around the box. On the left hand side, you're
going to see there's none. Okay? That means we haven't
allocated a texture. So what we're going to
do is going to drop this down, and we're
going to look for one. So let's type in tail or tail. Okay, let's have a look
at what we find here. Okay. Well, this
one might be okay, so we're just going
to grab this one. It's just a random one
that we just chose, and we are going to say, Okay, well, we'll take that
one. Thank you very much. Now, what we're going to
do is we're going to now look at maybe adding
a metallic and a roughness as well perimeter. So what we're going
to do is going to add a perimeter parameter and a scalar perimeter. And we're going to call
that one metallic, right? And we are going to do
a control C control V, and we're going to rename
this one to say roughness. Okay, so now we're going to grab that one to that
one and to roughness. Okay, so now we've got
two perimeters feeding metallic and roughness
on the right hand side. And we also have the
texture sample feeding the base color for we're using
this particular texture. Now, if you want to
change the sizing of the actual of the actual texture. Notice how it's a
little bit blurry. And also notice how when we
did attach the metallic, it went really sort
of almost glassy. So if you look at it
and you spin around, look how glassy it is, the
reflections are amazing. I love this. So next what we're going to do
is we're going to add a texture coordinate,
texture coordinate. Okay, now, this is going
to help us tile it. So let's just go from
one circle to the other. There we go. And we're going
to see some parameters here. So if we go to say, 0.1, 0.1, Okay, it's almost smooth. So let's go there.
Let's go five and five. Well, that's a little
bit more acceptable. Okay, so we're going
to leave it at that. So now we've created a material. So what we're going to do
is we're going to save this and close that. And now what we're
going to do is we're going to create a
material instance. So let's go ahead and right by the click create
material instance, and we're going to name this MI and give it a say
number zero, two. Now we've got how
did this happen? Let me just see maybe as a typo. Okay, so now we've
got a material. M and the material instance. So the material instance
is you can see here, it says material instance. That's how you know
the difference. But what I like to do is
apply a naming convention. So all materials just
have M underscore. All material instances
have MI underscore. And I think a lot of people use that in the
industry as well. So when you see an MI, you know that's the
material instance, and the M is the material. So you don't want to manipulate or play around
with the material. What you want to do is create
a copy of the material into a material instance and inherit all these properties and be able to play around with that, which is what we
are going to do. So what we're going to
do is going to grab this material a drop and
dumping on this box. Okay. Fantastic. Looks great,
but it's very tily. So let's go ahead and click it. And on the right hand
side, you're going to see that the element 01. So if you don't see the scroll down until until you get
to the material section, you're going to see element 01, and you're going to see the
particular ball here that resembles the tiling and the texture that
we've just created. So go ahead and double click. So now we're back here, and now notice that if I
and decrease the window. I'm going to now play
around with this and see that and hit apply and see if that changes yet. That's
much, much better. So if I go back to 11 as
a UV tiling for U and V, so it looks a bit blurry
here, in the little window. But on the actual world, which is measured using
one unit unreal unit, it actually looks pretty good, and it's very glossy, isn't it? So what we're going to do
is going to save that, and let's have a closer
look at that material. Okay. That's how
it looks. Not bad. The actual texture wasn't
high resolution anyway. But let's just leave
that at the moment. Now, what do you want to
do is create another one. But not using this material. What if I want to change that to something a
little bit different, but using the same texture. So I can use the
same material as so. But now instead of dragging
the material here, I'm going to drag the
material instance here. So now if I manipulate
the instance, I won't affect this one,
which is the material. So now the material instance is here on
the right hand side. Notice how the right hand
side it says MI underscore. So we're going to go
ahead and double clock, and here is the
material instance. Let me just move this to the right a little bit
so you can have a look. So this is in our
current main window, and this is just
a pop up window. So now what we're
going to do is we're going to change the
metallic and the roughness. Notice how these two
perimeters just appeared here. Let's save that and have a
look at where they came from. So I'm going to go
back over here, double clock, and here
is the actual material. This is where those two
parameters come from. So we created these parameters, metallic and roughness,
and there they are. Okay, so this means I can
manipulate these numbers and change this material
instance however I want. So now if I go to the MI and the scow Dimmi table and let me just play around
with this a little bit. Ooh. Okay. Notice
how as I do that, I'm not impacting the
original material. And that's really good. That's really handy. Okay, now let's just assume
that the roughness, we'll keep it almost nothing. And the metallic,
we're going to make it super Lemmy Okay. And that should do the job. Um, opacity. Let's maybe increase
that to five. Okay. So therefore, we've got a material now,
save that right? That's here. It's
darker than this one. They're different, but they're
using the same texture. So this one has inherited all the properties of this sort, but we've manipulated some of those properties
like we've just showing the metallic
and the roughness to get this particular texture. So that's how you
work with materials. That's how you
develop a material. That's how you build
a material instance, and you manipulate it. Now, let's do a little
quick summary Okay, to create a material, you just go to say, a folder. In this case, we have a
folder call materials. I always recommend that you do have a folder call materials. If you don't have
one, create a folder. All you have to do
is go to the content right by the click and go new folder and create the materials folder
in materials. That's where you should
drop all the materials that you're going
to build new ones or even the ones that
you do bring in. So here you just go
right by the click. And add material. And if you want to add
a material instance, you highlight the
material itself, right then click, create a material instance,
naming convention, M underscore for material, MI underscore for
material instance. Okay, folks, that's
all that we need to know about materials
for the time being. So to grab a material and drop
it on any particular item, you just simply
have to click it. Grab it or grab a
material instance, do the same over
here, and so forth. We can also even place that against any Quickle bridge item, as well, which I
wouldn't recommend, but anyway, you can do that. So now we've created
three cubes, right? These two cubes here left on the far left on the far right are
coming from the material. This one here in the middle is from the material instance. Okay, folks, thank
you very much. Off to the next lesson. Bye.
9. Add Land and Oceans: Okay, so, hi, everyone. Welcome back, and now we're going to get
right into the project. So first things first, let's
just create a new level. So let's have a
duplicate level here, and this is going to let's
rename this to project, and we'll just give
her a number 01. Okay. Alright, so this
is the new level. Let's go right in it.
So now we're here. Okay, now we have created some assets here that
we need to remove. So one way to do that is, um because we have all our
ambient stuff here at the top, we can pretty much select
everything below this and just highlight it and
just hit Delete. There we go. Now we're
back where we started. Now. First things first,
to start this project, the first lesson is all about creating putting the landscape down and the water material. So what we're going
to do is we will be going straight to landscape, without changing anything, just keep it the
same way as it is. We're just going to
go and hit Create. All right. And this is it. So now we've created
the landscape. It's just one big
massive square. It's absolutely huge. So without hitting
anything else, I'll show you how to create little hills and
stuff a little bit later. But for now, let's just go
ahead and add the ocean. So down if you go to the quick add projects and go straight down to
place actor panel. Okay. So go ahead, click that, and just
type in water here. Now, remember, we added
the water add in, so it should be fairly
straightforward. So what we're going to do is
grab the water body ocean, click it, drag it, drop it. Done. Okay, now look
on the horizon. W, we've got water. Fantastic. So now,
let me just back out of this for a little
bit and zoom out. Alright. Okay, so that's how that looks like,
and you see the ocean? Excellent. So now, we don't have to do much
more than this, really. So we just have
created the ocean, and that's fair enough,
and I'm happy with that. So what we're going to
do now is just have a look at the water properties. So if we go ahead and move
to one of these shores, let's go over here. Alright. Here we are. Okay. Now, you notice that let me
just go back to selection. Here we go. You notice
that the water, there's some really crazy stuff. There's a lot of big waves here. There's a lot of
stuff going on here. We can leave it as it is, right? It looks a little bit turbine. But now, to change the
properties of the water, what we do is we just
simply select the water, and on the right hand side, we go to details,
and we go straight down to the water material. Where are you? There's a
wave one here somewhere. It's got a wave icon. That's interesting.
Okay, here it is. Here it is. Here
it is. And there. Okay, we found it. So we go here and we just double click. And now, as we just
double click that, we can actually see a sample of what we're seeing
on the left hand side, so you can see all the
ripples and so forth. So what I want to do is just
want to just open that, go to the waves, go
here, wave lengths. We can manipulate that,
and we can change that. So now it's really,
really rough. Or we can smoothen it
down a little bit. So let's just reverse back
to what it was before. So we can manipulate the actual details as
to what the wave is. So you've got the wave numbers, so we can decrease
that a little bit. So it's a little bit
smoother, so you can see, as we change it
here, the pool is actually changing in
the world as well. So if we scroll here, it looks a little bit calmer, a little bit more acceptable, and minimum
wavelength is fif 80. So if you mess around
with this a little bit, you could actually change
that a little bit here. So it looks a bit strange still. So let's just go back
to 80 amplitude. So minimum amplitude,
that's pretty high, so let's just drop that
down to calmer waters, let's say, maybe ten, right? Minimum amplitude is eight to a little bit
calmer direction. So now we can change
the direction of the water direction
of the waves. So notice how the waves are
kind of on a bit of an angle. So what we can do is
move that around here. So notice how as I'm
moving it up, there we go. There. So I wanted to go
straight to the shore. So now the waves are coming in towards us, which is great. Now, direction, angular
direction, 1,700. Okay, so let's
change that there. What if for tip in zero. Okay. Let's have a look. That's actually
not bad. And zero? Okay. Yeah, I accept that. Alright. Great. No problem. So now we've got water
coming towards us. It's not bad at all. Okay, so now you can mess around with
some of these things. And again, it's all because
we added that feature. So I'm just going to
go ahead and hit Save. And once again, we can change these
properties at a later date, but that's how you
add an ocean to this particular world that
we've just now created. And that's it, folks.
Okay, thank you.
10. Change Size of Island & Water Direction: Okay. Hello, hello.
Welcome back. And now in the last lesson, we added the ocean
and the landscape. So what we're going
to do is go ahead and make a jiglic at that level, and Project 02 is on its way. So now we're in 02 project. So the idea of all these
projects is to be able to go back and be able to
sort of see where we were. So if I go back to New
World, you remember that? And then this part, and Project one was obviously the first ocean and Project two. Is a duplicate of that one. And here we are. Okay, so
now what we want to do is we want to change
a couple of things. So now if I highlight
the islands, just click and highlight
and I go into there we go. So if you hit this
particular water, you're going to get that. So if I move it to the right, you can see how I kind of I'm manipulating
this apparently. If you actually move it, it actually looks
like just a blanket of ocean that I'm
moving left and right. But let's just ignore
that for the time being. So we will be going in
the X axis direction. So remember, we put the waves so they actually moving
in that direction. So let's go ahead
and go to this part. So red is pointing that way. We'll be going and sitting here. Now, notice that we're very
close to the box what I want to do is I
want to be able to change the size of this island. So what we can do is just
back out a little bit, and notice how you got
these little white squares. If you click them, you get
this X and y x the spleen. So what I want you guys to do is click one of and just move it. As you move it, you can see the oceans coming
in a little bit. So let's move it again,
and there we go. So keep on doing that. So let's move that
there. Us. Tanger. So that is going to give us
a lot of runway here with the water that's inside
this box, right? So what I'm going to do is I'm going to just click that in and get a bit more and
that in a bit more. So now I'm going to go down now. So let me just go down here, and this is where we
are at the so again, I'm not quite happy
with that scale, so I'm going to click it again and get a bit a little
bit more just going to get a bit close to the Okay, I'm just going to click the
white part there. Okay. So that's plenty of runway. So let me just back
out a little bit. So if I look out, so I've just created this long, long ocean gap here between my island and the rest
of the ocean over here. So that way, I will
have a nice beachhead. So what I'm going to
do is just going to flatten this out a little bit. We don't particularly care what's on this side
of the island. We only want to focus on
what's that side of the s. So we're going to box in
the scene right here. So this is we're
going to add the clefts and everything else. So it doesn't really matter what's on this side
of the island. It's actually it's
more important than what are we going
to do for this part of the l. What I'm going to do
is I'm going to get those spleens a little bit closer
in a little bit more. So let me just select
that. There we go. And where's the other
one here it is. And why did that go over there? There we go. Okay. All right,
I think that's enough. All right, so now we does a
bit of the island reshaping. So again, the way
you do that is you click the water body
that's inside the square, and you basically find these white dots and
you just click them, and then you can move
them by highlighting the white round sphere in the
middle or any of the axes. If you grab this one
here obviously going to go up and down
or left and right, or in and out, which is
what we've just done. Okay. So now what
we're going to do is we're going to start
adding some assets. So this is the body of water. This is the direction, okay, that we'll be working towards. The water is actually
going away from us. So let me fix that. So let's go here and
try to find that wave, Okay, so I have to
remove the filter. That wave icon, whereas it should be somewhere
here, there it is. So what we want to
do is make sure that the waves are coming into us, not away from us.
Doesn't make sense. So let me direction. So let me just do this Wile at. That's better. So now
it's coming into us. So let me save that, close that window.
So here it is. So the waves are
coming into us now, so that makes sense. Hey, guys, well,
that's how we change the direction of the
ocean of the wave. And also, this is how we can change the size of the island. So I think we'll leave it there, and next lesson, we'll
start adding some assets. Thank you, folks. Bye.
11. Adding Cliffs: Alright. Hi, everyone,
welcome back. So I've created another level, another project.
Project underscore 03. So here we are. Okay, so we've
directionalized the waves, and we created the ocean, created the landscape, we move
and modify the landscape. So now it's time to start
introducing the assets. Now, before we do that,
it's always, always, always good to have a point of reference as far
as size is concerned. So what better way than actually
adding a and mannequin. So what we're going to
do is we're going to go and reach out and and see if we can find an appropriate mannequin to just j drop into
our environment. So let's go ahead and
see if we can find one. There's a lot of them
here, as you can see. So let's go with
this bloke here. Alright, so let me just drop
this person, this mannequin. Right here. Okay. There we go. So here it is. So we'll
just add this mannequin. And so let's get
him to face there. I try. Okay. So now, what we're
going to do is we're going to start adding some
of the assets here. So a good thing
to do is probably start adding the
big things first, and then we'll start adding the little things around that. So that will at least
give us the frame. So let's go ahead and go to our Nordic mega
scan asset library. So remember we added
the Nordic library. So let's go ahead and
search for the nordic. And you can see
here we've got one. So let's grab that and move
that in place. So here we go. So we place that one there
let's have a look at it. It's on a bit of an angle. That's fine. We'll just
basically keep on adding. Now, the good thing
about these meshes is that you can keep on adding these meshes and you can end up sort of merging them
together and layering them. So let's keep on going. Let's go to the next one. And okay, this is a very, very big one. Okay. So, excellent. So we're just going to move
this block here to the side. And landing in there. Okay. Just bear in mind, not all of them are
even down the bottom, so you might need
to just dig in a little bit deeper, but
it doesn't matter. It still looks good. I really like how these cliffs
look like. I look amazing. So let's keep on going.
There's another one. All right. This is
a colossal one. You can tell how big that is. So let's move this massive class over there and underwater. So, there we go. And notice how I've combined
these two together, so they're kind of overlapping, but it looks like
as it's seamless. So let's just drown
that a little bit. And there there we go. So it's nice and tight. And here's another big one. All right? Now, this one
here doesn't have a back. It's just it's all front. So we've got to be careful
about these ones here. So let me just push that
one up there to the side. And let me tip it over. You can get a little bit
creative with these things, so let me just go,
I'm tip you over. Flips. Okay, it's 90 degrees, so let's change that down
to ten degrees so this doesn't flip like crazy. Okay. That's cool. Alright, so let's turn
you around a little bit. There and let's move you over there a little
bit. Kind of obscure. So there we go. So
sign to form shapes. The clips are
coming on the side. So if we actually
look at it from this perspective, it's
starting to look good. Let's move him to the middle so that we've got a
point of reference. Now, what I like to do is usually try to put a camera in place so that we can
actually track our progress. So what I'm going to do is I'm
going to just grab a cama, cinema Cama camera,
oops, dyslexic. Um, and here it is. This is where the camera is. Let me inject, and there it is. Okay, so now the way I
did that is I simply went to perspective and sorry, this menu buy here,
trade camera, and I went for a
cinema camera actor, which is this one here. So now let me just add that. And let me put that into
place. Something like this. I can actually see
the whole thing and back it out like that. That way we can
snapshot our progress. Okay, so I'm going to take a little quick snapshot
of this one. So high resolution snapshot. There, that'll be cool. And now let's go and take a break right
now, just a short one. Okay. All right. I'm back. Sorry about that. Okay, so what we've just done
is oh, let me just go back. There you go. Let me back out a little bit. So I'm right now
driving the camera. Okay. So what I want
to do is I want to take snapshots of our progress. I'm just going to leave this
like that at this angle. And since I'm inside the camera, I can take a snapshot, high resolution screenshot
here and capture. Now, this is going
to store it at a directory of your choosing
wherever your assets are, and you can always
have a look at it. So I'm just going to
leave this camera here. So I'm just going to
exit the camera for now. And so the cameras up there. So that camera is going to
be our progress camera. So as we're adding things, it's going to continuously I'm going to go back and just keep on taking more
and more snapshots. So what I'm going
to do is I'm going to keep on adding some more of these assets and see how we go. So let me just select
this one again. I don't like exactly
where it is. Let me just push it to
the side and so forth. Get really, really
creative with this. So this is my advice
right now is, play around with some
of these cliffs. So go to content and keep on
adding more cliffs and just explore some of the assets
that are in place there. Okay? For example, this
cliff is really good. Oops, spies are turned
upside down. Here we go. And there we go. And you can sort of
sync all these clifs. You can expand them.
You can scale them up. For example, like, se and just place them
wherever you feel that they should
belong in your scene. So this is where you get really creative and this is where
you can discover what you can achieve creatively
with your world. So what I'm going to do is I'm going to expand this one here and make it wise a bit too big. Scale scale, there
it is, scale is one. That's 0.5 here, here, and wide. Yes, that seems to be good. And let's move that to
the side a little bit. Let's sync it down. And yeah, and push it
off center a little bit. So therefore, you can
just keep on going through these clefts and
just keep on adding them. Some of them will make
sense to be where they are. Others just don't. So you got to be very creative and just experiment
with what you have. Some like this one
here is very blocky. So so you might want to think about changing where
this one resides. Other than just see
that one there. So you might want to
push it to the right. Makes sense like that. Like two layers of laying now. Remember, the whole idea is to create a frame
with an outlet. So we want to keep an ocean als so we don't want to
block this view. We want to keep that view open because we're going to be
looking at the horizon. And yeah, so let's take another
snapshot with a camera. So hit perspective,
go to cinema camera. This is your camera angle, and just click the
menu item here, menu icon, and hit a high resolution
screen capture and done. Okay. So now we've got a couple of
screenshots here already. And, yeah, so what I'm going
to do is I'm just going to go quiet and just keep on
adding some of the clips. Okay, guys, well, thank you, and I'll catch you
in the next lesson. So this is what we have
so far. Bye and for now.
12. Add Grass Terraine & Trees: Okay, guys, welcome back. Now that we've created these clifts we added a
whole bunch of clefts here. Now, what we need to do
is change the landscape. Notice how it's
got these squares. Now, these squares are
going to translate into the water, and at the same time, we don't want to spend
too much time plugging in a whole bunch of
assets all the way down. As you can see, goes
all the way down. It's really deep. We don't
want to be doing that. What we want to do is we
want to be able to have some coloration other than
this actual blocky squares. What we do is we simply
just click this right, and we want to change
the landscape. So what we do is we want to
add a landscape material, however, which is here
on the right hand side. However, we can't
do that just yet because we don't have
anything to put in there. What we're going to do is
we're going to go all the way up just remove this filter
all the way up to the top. We're going to go to content. We're going to
write button click. We're going go to
add Quixlebidge. And we are going
to search for we can search for some
vegetation or we can search for sand or rocks. Let's go to sand and sand rock. Maybe that might work, and let's just see
what we find here. Okay. Rocky ground,
we can look at that. Let's just download that one, it's the highest quality. Okay. Add that in there, and we'll try that one that's Salt Coven, Rocky sand. This might work as well, so we'll just download this one. So we've got so we're
downloading two samples here, one called rocky ground
and one called rocky sand. And this one here
is also rocky sand. It's kind of like that Pavle. So that might work as well. So let's just download
this one as well. Actually, it's very
similar to this one. Let's go something different. Scattered with
debris, no gravel. It's probably a bit too
gray, a bit too modern. We want a little bit we want
it to be a little bit more ancient or a little
bit more off world. This is probably a little bit
too concrete. Yeah, yeah. What we're going to do is
we're going to stick with the rocky ground,
the beach sand. Let's download that as
well and the rocky sand. Let's go ahead and just
add these to the project. Click the item, it's downloaded, hit Add, this one he's
still download is 42%. Let's just wait for
a little bit longer. To talk TikTok and
add come on, come on. Done. So now let's
minimize that. Let's go over here and we
should see it under surfaces. You got the beach and
we've got wooden floors. We don't want that rocky
sand. Let's go here. Let's just grab that
and dump it here in the landscape and see what happens. See how
that looks like. Et's just drop this a little
bit so we can actually see the description
of the landscape, and let's type in sand. We got this sand, which is like this. It's not bad. I actually works really well. Let's
try the other one. Okay. Probably a little bit more what we need or
what we're looking for. So you can see here
how it looks in the water. It's not bad at all. And what about sand mesh? No, that's horrible. So
we've got rocky sand. Actually, that's not bad at all. Now that I look at
it, it's not bad. But yeah, the definition is that it just
disappears after a while. So let's go back here. Rocky Rocky sand. Yeah, I'm going to go for this. We're going to leave
this, but notice how it's all kind of like that. We'll address that now
in a bit, just a second. Okay, guys, so what
we've got here is we just added this sand here. This is going to help
us as we're going to be populating the
shoreline here. So let's go ahead and see if we can find some rocks
that we can put down here. Now, we've been
working with Nordic, so let's go back here, and we have beach
boulders, rocks, cliffs. And what else have we got here? Shoreline beach rocks, wood, anything else that we can
use now that I can see? So what we can do is grab
some of the beach ground. And we can probably just
even replace the sand with that ground nordic
beach material instance. That might give it a little bit more more of a nordic feel. But here here's a sample
of what we can do. What we want to do is
we want to go grab that and drown that in
the water so to create some of the rocks. But let's see if we can
find something else here that's more suitable
Nordic coasts, rocks formation, beach rocks. Those are just
rocks and boulders. That's fine. We'll just
have that one there. Let's just go through these very quickly
see what we can find. Okay. Let's see
what that is there. That's cool. We can grab that. We can just drown
that a little bit. And that's nice. So let's see if we can grab that and place it
over to the side. I like so, and um we don't
want to have too many things, obstructing the actual view, so we want to make
sure that we're not piling too much stuff
right in front of it, let's just move that to the side here and let's just
keep on going. That's cool. Let's just
add that in there. And, um, Yeah, you can just play around
with different components, and hopefully you'll use
some of your creativity to just figure out what
it is that you want to achieve, what is good for you. Now you can get carried away
and spend a lot of time rendering this, which is fun. I mean, this is part of it. It's all part of just having a good time, enjoying yourself. I find this very, very
relaxing, very soothing. I hope you do too. And yes, so you can
just keep on going. Here's a bit of
texture on the ground. Let's just toggle
that over like that. And what we can do
is also copy and drown and spin around so that it doesn't look
like it's copied like that. That will give it a little bit more of an interesting feel. Here's something that I think we need to do a lot of
copies and paste. So what I'll do is scribe that. And remember, Alt
orangey yellow arrow. Alt press Alt all the time
and move as such. Okay. Now I'm going to go quiet
and you guys can follow me. I'm just going to speed
it up a little bit, and so we will
catch you when I'm done with this and we'll see how you guys
are going as well. Okay. Hey, guys. Now what
we're going to do is we're going to add some
grass or some foliage. So the way we're going to
do that is, first of all, we're going to see that there
is any grass long grass. We want some lot of grass here. So we want to make sure that we have the right type of folage. So these all trees, but there's no long grass
here at the moment. So what we're going to
do is we're going to go straight to content,
right by the click, go to Quicksawbidge, and we
are going to type in grass. Alright, it looks like my
keyboard just went to sleep. Just bear with me as I just
charge it up. Hang on. Okay. Alright. Here we go. Grass. Okay. Dry grass. What kind of grass do we want? Okay. So we want some
vegetation, some tall grass. Okay, well, this is interesting. So we'll go ahead and add this. So we add this grass here. What else can we find? Okay. We have some wild grass
here that will do as well. So let's just add that in there. Okay, we have some
sea thrift grass. Et's download that. And what else? Let me just see. I've downloaded quite a
few items here in my time, so we can go straight to here. Hang on three D plans. Grass clumps, yeah, that's
the one we want as well. So this is going to give you
that density that you need. So you can download grass clumps as well from Quickle Bridge. So if you grab that and
do a search on that, you should be able to
find the grass clumps. So highly recommended. Okay. And here we are. So now to add follage, what we've got to do is we
got to go here in the mode. But before we do that, let's
just hit save just in case, and we go to folage. Now, you go to Add folage, you can go to clumps. I think it's clumps
or grass clumps. There it is. So
we can add these. And as you go across these, you can actually do a filter on clumps and highlight
some of them. So if you highlight multiple, what happens is
they add all these three to any location
that you apply it to. So if I just go like this
for a moment, all right? There you go. I've just
added that grass there. So it's a mixture
of these three. So you can see the
count, 15, 11 and 13. This is how much grass components are actually
added in there. So you can just
keep on going and just keep on adding Tala, and just keep on
increasing the density of that grass element
there. And, yeah. So that's what you can
do. So let me just back out so you can see what's
actually going on here. So that's what's
happening. So now, to speed things up, what you can do is increase the brush size. Right? And what
you can do is also sees here the density so you can increase the density, like that. When I hit so the
brush is a bit high, so let me just reduce it to
something a bit like that. So if I go like
this, boom, right? So now I've actually got
quite a bit of grass there, and I'm going to add
a little bit more there and a bit more there,
and a bit more there. So now, I've got all the ingredients to create
a forest right behind me. So now, let me just add a
little bit more foliage here. Great. So you can
see that we've got 7.74 thousand of that
particular grass. If we just remove that one and just focus on
say this one here, the tall one, we can just
add the tall components. Now you've got a
bit of a mixture of different types of grass. Now, the quality isn't so high, but we'll fix that later on. You can see here we're actually adding quite a bit of
grass elements here. So now, what we do
what we don't want to do is bring the grass right up to the shore because it just doesn't have
that natural look. So we've got to modify
that quite a bit. So let's just remove
that for the time being, and let's just add
some trees instead. So if we go here, remove clump and let's go
down to say this. So just mix it up a
little bit and just see what how that might look
just there a little bit. And so now we're adding these three up
here and these two now. Then what you're adding actually you can actually see what you're adding by looking at the
ticks. So you can untick that. See these ones here are ticked and the brush density is 716. That's okay. So we can just basically just add a little
bit of there, bit there. Let's decrease the brush size. So it's nice and compact, so we can see what we're doing. So we're just going to scatter
them a little bit here, so it's not too obvious
that the grass just finishes all of a sudden
and then the beach starts. So that's how that looks
right now at the minute. Okay, not bad at all. It's very high
quality stuff here, and they're really enjoying
it. It's really good. Okay, so now that's foliage. Now let's add some trees, right? So if we go ahead
and add foliage, so let's grab a tree. Let's do a single instance. Of a tree, just so to
see how that looks like. So if I add a tree
here, wait, wait, Okay, right here we go
just remove the foliage so we're not mixing trees and
foliags. Hang on, okay. So now let's go and
add a tree there. Okay, single instance
mode selected. So we should be able
to There it is. Okay. So here's a
tree, a tree here. Now, I notice that they're
both exactly angle the same. So what we do is just
click this one here. Select click and we just
turn it around a little bit, so it doesn't look
exactly the same. So let's just move
this to the side here. So it's not blocking our way. So we're just going to
add this tree here. And now, of course, I'll show you how to change
the texture of the leaves, so the leaves are not always
super green and lovely. So that's how we're
going to remove a little bit of that
sort of plastic, pre rendered kind of feel to it. So it adds a little bit
more realism to the scene. So what we're going to do is Add some more trees to have some more
volume to play with. Let's go for this one. Where are you now? There you
are. Let's move that one. Here we go go on this one, let me just confirm its single instance just in
case we got a tree here. Yeah, it's a very,
very tall tree, let's go here and let's
mix it up with one more here, and there. So what we can do is
size them up as well. So if we go here like this one and decrease the
size, there we go. This is change the
the scaling factor, or let's just
remove it together, and there we go and
make it really wide, spin it around a little
bit. There we go. So it's not all the same, so
it gives you that variety. I notice how the shades
are now trying to hit the back of the Mannequin,
which is interesting. So it gives you that feel. So now, always turn them around, spin them around, okay. Don't have them
looking all the same. So now if I back out and
have a look at what we've accomplished, hit G, right? And let's remove the foliage. Just go straight to selection. And this is what we have so far. Okay, so it's not so bad, but notice how this a little bit flat, leaves
a little bit flat. That's because we've chubbied
up this particular tree. So let's elongate it a little
bit. So what happens often. So now, if you have this
problem where you want to select the foliage after
you're in the selection mode, it's going to select
all the foliage. Way you minimize
that is by actually going to the fol
itself and from here, you can select the
individual tree. Here, let's just scale this
up a little bit more so that it's not so chubby. Let's just leave it like
that for the moment. Now notice that
we're getting shades now landing on the
water as well, which is fantastic, gives
you that nice look there. Now that's what that is. We've added grass,
we've added trees, we've added some more cliffs and let's see what our
camera is looking at. Let's go back to selection. And oh, we've been
doing this while the camera was actually with
us. So let's just back out. I think it was sort
of right about here. So let's move the camera so
it's away from the branches, and let's just have it
sort of right there. That would be a good
location for it. Now let's take a picture. Capture. Okay,
excellent. And hit save.
13. Adding More Density: Okay, guys, back. Alright, well. We've done quite a few
things here so far. So what we're going to do
is we're going to just go a little bit freestyle and just keep on adding
more vegetation. So I'm just going to fiel myself adding a
couple of more trees and bushes and adding a
little bit more content here, a bit more density
as far as assets. Feel free to add
whatever you wish. After that, we'll be looking at making some enhancements
and changes such as enhancing the shadows
and also the wetness of the rocks and more fog and
also increase in performance. So that's in the next lesson. For now, guys, I'm just going to freestyle this and just add
a little bit more content, and we'll see how
we go from there. So, guys, you can follow
with you can follow me, or you can just do as you like. Okay. Alright, let's go for it. Mm and Mm. Okay, everyone.
Now, this is okay. It's good. So we've
framed everything. And now it's just a matter
of doing a few configs, working on the shadows, and also making some post volume
changes and updates. Okay, guys, thank you very much. Bye bye. Hi, everyone. Okay. Well, this is it. And now we're going to do some additional configurations
to make this look good. We're going to add a sky. We're going to do some
minor cofics and changes. But essentially, it's going
to be fairly straightforward. So next lesson. It's
all going to be about configuration and fine
tuning. Okay. Thank you.
14. Rendering Technique - Part 1: Configuration, Performance Improvement, Realism: Hi, guys. Welcome back. Welcome. Welcome,
right now, next. So we've done a lot
of work already. We've added a lot of
different assets. The water's looking great. The scene is looking fantastic. You can spend a lot of
hours modifying this, perfect, adding
additional assets. What I've done given the time, I just basically add this
lantern here as well, just to add a little
bit of something. But you would have
seen me grab that from Pixel Bridge and dropping it here in this particular scene. You would have seen
me modify some of the textures here on
this particular tree. There's a lot of little things that you
can keep on going, and you can just spend days
and days refining this, making it absolutely amazing. So what we're going to do now is we're going to do
some modifications, and we're going to
increase the performance. We're going to be
adding additional fog. We're also going to make the rocks closest to
the water look wet. And at the same
time, we're going to introduce post process volume. And I'll define all those
little bits and pieces and elements to you so you know what we're doing and why we're. First things first, why don't we have a look
at these rocks? These rocks don't
seem to be normal. I mean, look at
this. This rock is the same color in the top
as it is at the bottom. The same thing.
Now the thing is, if there's water, you
wouldn't expect that. You would expect some
parts of the rock to be darker and other
parts to be lighter. So you have that wet look. So this is very unrealistic. So what we got to do is figure out how do we
go about doing that? So this is how if you go
and grab any of these zoc and you go to the
right hand side and you click the material. So you just double click
the material, here it is. Now, if you go to
hierarchy and find out what what's the parent chain for all of these
nodic materials. So you go and click there and you find out, Okay,
well, this is it. Now, I don't know why
this is the case, and I think it might be something
to do with performance. But notice how that
circle doesn't actually connect to the
nordic default material. The shore wetness isn't actually connected. So
how do I know that? Well, if you click it
and drag it up the top, it just goes nowhere. So what we're going
to do is grab that result and we're going to connect it to the material
attributes and boom, Bingo. See how that changed? Now that
looks like it's been wet. Okay, excellent.
So we're going to apply now, save everything, close this window, and we'll
notice that now. Here we go. See how that rock now, it actually looks a little bit wet. And you see this, like,
line coming across all the rocks as if there was
a high tide and a low tide. And now this looks way, way, way better and a
lot more realistic. Okay. So ticking the box, we've applied the wet rocks. Next, how do we increase
the performance? Now, the more of these assets
you could throw into play, and I'm pretty sure
you're going to spend hours and hours
playing with this, adding additional rocks
and vegetation and different assets,
what's going to happen? Is your laptop machine, whatever you're using back the MacBook Pro
or what have you, is going to start slowing down and causing a lot of headaches. So what we're going to do is we're going to try to
increase performance. The way we're going
to do that is if you go to edit project settings, and if you type in
virtual texture, texture, if I can
spell, enable that. Yeah, that's going to give
you extra performance. Now I'm going to go save, and I'm going to restart. Okay, so, welcome back. And now we will go back to our
level project level three. And let's just
decrease this window. Here it is. The
wheel's back again. Now I notice how that
looks a lot lot better, and it's not struggling
to render the rocks. The rocks are
rendered everywhere. And that's really, really good. So that performance
setting did magic. So now, what do we do next? Now, the thing is that fog is something that's
really ambient. In other words, when you add fog and a bit of
atmosphere in that way, what happens to the scene. The scene just looks
that much better. So let's look at
it from this angle because we've got sun
coming from the top, right? What I want to see here is a change that scene as soon
as I add volumetric fog. So if you go to fog at the top, go find exponential fi fog
and type in the search. Polymetric fog, go
ahead and click it. Bingo. Look at that. Unclick. Excellent. Click. Bingo. Love it. Now that looks amazing. That looks fantastic, guys. Awesome. Okay, so
that's polymetric fog. Next. Now, there's something
called post process volume. Post process volume.
Now, what is that? The most artists and designers, they will use post
processing effects to make sure that everything
looks as real as possible. So that's done by combining a whole lot of
different properties. So when you add the post process volume actor to your scene, you can do a lot of
interesting stuff. You can add a lot
more properties that will make it
more realistic. So instead talking
to you about it. Why don't we go ahead and do it? So what we're going to do is going to go
straight up here, and we will be adding a
place actor panel up here. And what I want you
guys to do is type in post process volume. Okay, there it is,
drag and drop. Notice how it
creates this square. Okay. So what that means
is that everything inside the square will have all the
properties applied to it. Well, that's not going to
really work for us because we want the entire scene
to have these properties. Now, good practice is to have everything defined
within specific perimeters, so you're not wasting processing capability on areas
that don't really matter. But because we are
in a very refined, very small area defined by this massive
cube in this world, let me just show you that there. So we're just here, okay?
Let me just zoom out. We're not in a massive,
massive world. And the thing is that, yes, I would totally and
completely agree if we were in like a grand theft
order with multiple levels, et cetera, et cetera and
I would agree that yes, maybe you want to refine
this to a specific area. However, in this particular ce, we do not need to do that. So why don't we just
go ahead and just type in infinite Okay, now click here, infinite
extent unbound. As soon as you click
that, that means that all the effects
that we're about to configure in post process
volume will be applied for the entire level
that you see here. So now, first things
first, let's enable Bloom. So if you go down to
Bloom, find Bloom, method, standard,
and convolution. Alright? Now, that's
great intensity. We can just basically
go to eight, and now you can notice how you can change
it a little bit. So let's just go to
about there, 2.65. That seems a little
bit more realistic. If you go too far, it
gets a little bit hazy. So let's just keep it to sort of like let me change
that to say 0.75. Yeah, that will work. Okay. Now, next, let's go to scroll down and make
these changes on the flight. Lens, skip that here, do not need to change
anything here. Advance keep that there, loom. We just did that change, scroll down, scroll down. Exposure. No, we don't need
to change anything here. Advance, no, keep on going. And camera, no, we just
keep that the way it is. Lens flare. Yeah. Okay. So we just add a little bit
of lens flares, got 0.75. Okay, and hoop Lens flare. Where do we go? Oops.
We need to go back to process, post process volume. Okay, so we over here. I think we came down to lens. Image. Yep, yeah, we
want this, so on. So notice how when
we increase that, it gives you that extra depth and more of an
immersively on the sides, it sort of goes a little
bit darker, right? So if you go all the way to
one, that's what you get. But let me just have it so it. So it's at 0.85 seems
to be a good number. So let me have a
look. Yeah, it does. It gives you that
sort of freshness, that coolness in there. Now, sharpen so
we'll have it there. So now notice how everything
is so so accurate and sharp. Excellent. Okay. So
next rendering Oh. Hang on. Where do we go?
Okay, there we go again. So depth of field, leave that. Temperature. We don't
need to change that. And shadows we'll
leave that alone, highlights, leave it, leave everything here,
nothing here to do. Okay, global illumination,
we'll keep it as lumen and we will have lumen
lighting at maximum. Okay. And advance
we'll keep that. The y tracing, we'll
keep that as it is. Now, if you do change that
to brute force, right? You get some amazing
reflections, but this could end up costing you a lot
on the processing. So we'll leave that as it is. Now, let me go back Reflections, um, um reflections, quality two. Okay. Excellent. Ray tracing, we're not going to
do anything here. And motion blur, no need, ray tracing, ambient
later maybe intensity. Now, leave that alone. And I think that I think
we've path tracing. I think we've done what
we need to do here. Post process volume settings. Leave it as is. Maybe a 2.2
is fine and nothing else. Excellent. Alright. So now let's have a look at our world. As you can see, it
looks spectacular. So if you hit G, right, we have a chance to look at
it in a lot more detail. So notice how
everything looks fresh. Looks a lot more interesting.
Light's amazing. There's a little bit
of lens flaring here, which is a little
bit annoying me, but what we can do is
we can catch that. So let's go to the
lens and here we go. Let's drop that down to 0.35. There we go. So it's
a little bit less. So the rocks are nice and wet. And our Mankins looking like he belongs
there, which is good. So I'm really happy with
how things have turned out, so it's really really good. Let me just check
everything here. Gee, yep, the box is there. Okay, guys, well,
as a conclusion, we have added wet rocks. We've increased performance by enabling virtual
texture support, we added volumetric fog, and we've done some post
process volume adjustments. Next lecture, what
we're going to do is we're going
to work on our sky, our lighting, and we're going to add some actual
fog on the distance. And I think we're getting really close to completing
this project. Thank you very much,
guys. Bye for now.
15. Rendering Technique - Part 2: Lighting, HDRI and Water Adjustment: One. Alright. So we have added
quite a few things here. We've done quite a few
little configurations, and we are going to
continue that effort. So what we're going
to do right now is focus a little bit more on lighting and ambience. So first things first, what we can do is go on
the top right hand corner, and let's go and look
for directional light. If you type in directional, you should be able to
see it right here. Now we can see that the
directional light intensity is at ten lux. That is quite a bit. So if you drop it
down to say point, that gives it a little bit
more of a dramatic feel. Notice how now it looks a little bit more
interesting, right? But what I want to show
you guys is also how can you position the
direction of that light? So what you can do is
you type if you hit the k and Control
or option on Mac, right, you're going to get
this little half sphere, and that's going to
appear right there. Now, notice how
notice how it moves. So if you move your mouse to
the left or to the right, right, the light spot starts
to move left and right. If you move it up or
down, it does it again. So now, so what you can do is
position wherever you wish. So what we can do is make it a little bit more
dramatic or a bit more sunsettyO can lift it a little bit higher
up there and it, so we've got a little bit
of sun coming through. That looks pretty good,
or maybe shift on the other side and
bring it like that. Maybe this size a little bit better because there's
more vegetation there. Or you can turn it all
the way around and spin it all the way
behind us, as well. So there's a couple of little
things we can do here. For time being, I'm just going
to leave it right there. Now, let's have a look
at adding an HDR. First of all, let's
define what that is. It's the high
dynamic range image. So what that means is that
we will basically color the entire sky with a
different kind of image. So notice how here
we've got these clouds. That looks really good, as
it stands. That's fine. But that's not what
I really want. I want to be able
to change that. How do I go about doing that? Well, first things first,
what we're going to do is we're going to go to this
particular button here, we're going to go down
and add a actor panel. And what we're going to do
is type in HDRI. Here it is. Now, if you do not have an HDRI, the way to get it is
go to edit, lug ins, type in HDRI, and
click that, click it, and then just reset
the project and then come back in and do
exactly what I just did. I go here, hit that, go to the Place Actors
panel, find it there. And all you have to do is
pretty much drag and drop. We've got a different
type of sky, which is great, which is fine. Now, let's have a look at how
that actually looks like. So what we're going to
do is we're going to pop out a little bit,
and there we go. So notice how we just created
this bubble over our scene. So that is what an HDRI is. There it is. That's what it is. So what you can do is you can grab different kind of things, different kind of pictures. So this one here has a bit of greenery and a bit of
grass and so forth. So the sky is very,
very interesting. But it's not what we want. So if we want to change that
and look for something else, what we can do is we
can go to Poly Haven, Holly haven, here it is. So what we're going to do is
we're going to go to assets, we can find any type
of sky we want. Now, my suggestion is use the left hand side
as your guide. So we want something
outdoors, click, and we want something overcast. But what you can
do is just simply scroll down and try to
find the one that really, really tickles your fancy. But also, this
one's pretty cool. Alright, so what I'm going to do is I'm going
to grab this one. It's a few stars here, a lot of clouds.
That's what we want. So you go over here to HRI and make sure that
you selected HDR, and then you go ahead
and click Download. So once it's complete
downloading, we are going to go
back to the scene. We're going to go to
our content draw. And what we're going
to do is we're going to go to the outliner
and type in HDRI. So here's our HDRI. And that image here
in the cube map, this one right here
where my cursor is is actually this one. So we want to swap them. We don't want this one,
which is that one there that you see on the screen,
we want a different one. So what we're going
to do is we're going to basically
go to the content draw so what we've done is
we're going to go here, and you got an HGRI directory. So what we're going
to do is we are going to add our new HDRI. So go ahead and write Mass
button click anywhere you wish here and go to
import to Game HGRI. Click that and go ahead and find your HGRI you've just
imported and open it. It's going to take
a little while. It's importing, and
there it is, right? Wait for it to complete all
the texturing, et cetera. And then what we're going to
do is once that is complete, we will be swapping this
one for our new one. So now, I want you
to go ahead and highlight your new HTR as so. And now, over here on
the right hand side, make sure you got HGRI
back drop selected. Go to your cube map. There's a little left arrow
with a circle around it. Go ahead and click that. That should replace this with the one that we selected
here in the content draw. So that's essentially
what this arrow, left arrow with a
circle around it does. I just says, select
from the content menu. So the content menu is the
one that we highlighted, which is surrounded
with a blue outline. So notice now the sky of this HI has changed.
There's another thing. It's kind of too small
and it's also very high. So what we're going
to do is scale it. So we're going to increase
the size of this HGI. And the way you do that you
just simply go to size, and so you want a six
kilometer radius. So there we go and out. Good. So now, it's a
little bit more immersive. There's a lot more distance
between our mannequin, which is somewhere inside
here and the horizon. But also notice that the actual HDRI is actually
covering the ground as well. So as you selected
the HDI backdrop, notice that it says
here projection center, and it's got the green, red and blue arrows. Just highlight the blue
one and drop it down. There we go, and that
should look familiar. All right. Keep on going
until you find a suitable. Now notice that everything looks really,
really awesome now. So we've got a different
type of backdrop. Now, if you want to change
the direction of the HDRI, just simply go here on
the right hand side, and you can change the
rotation through that. Or what you can do is just
highlight the rotation icon, and now you can turn it
around. There we go. I particularly like this one, but I can't really
judge it from here. So I want to brasly go
back to my maticin. So let me remove
that and just go mannequin and double
click your Matkin. And here we are. Now, let's have a look from
this perspective. Now, notice that
the HDRI is very, very bright at the moment, but that's also because
of the backlight that's coming out of the
world and into the HDRI. So what we're going to do
is we're going to remove reduce the sky light by going to sky there and
reducing into there. So indirect light intensity
has been reduced. So now you can actually see that the HI is a little
bit more prominent. However, we're losing a little
bit of sunlight, as well. What we're going to do
is we're going to go. Again, I think I like the stars, so I'm going to shift
them to the right. So I'm just going to select
the HDR one more time and see if I can actually
move it a little bit more. Let's go Malkin.
Let's go back there. That's a quick way to get there. And notice that my
manca selected, but I want my HD selected. And there it is. So my HI is selected, or you can just go and
click anywhere in the sky. You should get it.
Now what I need to do is find where the
rotation there is. So now I mean just backout
a little bit. There it is. So now I can turn it
around a little bit. So I've got more brightness
from this side of the HGRI, which is fantastic. So now the HDRI is what's
illuminating our scene here. It isn't the actual
back light at all. So let me go back to the HGRI
again and move it again. Go Mecan, and there we are. You can play around
with these settings until you feel confident
and comfortable with them. So let me just do them
back in. There we are. Now, let's have a look at this. And now selecting HDRI, we can play with some
of these settings. Now notice here you have
the intensity of the HDRI. You can reduce it now here. You can go from one down to something a
little bit darker. There we go or even
further there. Notice how now you
got a little bit more contrast with the
stars at the back. Once more, I'm not quite
happy with the positioning. So you can highlight
the rotation, the blue one is going to
spin it around for you. So what I'm going
to do is going to turn it around a little bit more until I
see something that I like and keep on going. There we go. That's zero. Let's go 18070, maybe. Or you can use the
HDRI rotation icon, which I'm trying
to look for now, and I don't seem to
be able to find it. There it is. So now what you
can do is move it around. The selected something
completely else. Here we guy and a big guy.
And that's pretty cool. Alright, so now what you can do just play around with the
settings on your own. And so you can change HDRI. You can go back to the skylight and change the intensity again if you like.
It's gone back to one. We can drop it to
0.7. There we go. And now we've got HDRI illuminating and adding a
little bit more contrast. We can drop that further
down to SAPSo 0.3. So therefore, we're
getting the illumination from the HDRI itself. You can then increase
the HDRI illumination and going over here and increasing that
a little bit more. So therefore,
you've got a little bit more light coming from the HDRI and not the skylight. Now also at the same
time, remember, you can go to the directional
light, which is over here. Oops, I double click
the directional light. Let me just go
back to my Matkin. There we go. And you can also decrease the directional light. Let me just go here. Intensity of the directional
light as well. So it's 0.5. We can drop it 0.3
light or even less, to give it a little
bit more ominence. Let me go back to the
skylight and check on that. The scalability
of that is there. As the threshold and so forth. So you can play
around with some of these settings all you
want until they find what specific view you
would like for your light. So once more, can reduce
it, drop it quite a bit. You can drop it almost zero, and then you can just go
increase your directional light, for example, So if I go over here and increase the
directional light intensity. So you can go from here to 0.6. And therefore, now you've
got a nice kind of contrast between the hills, the mountains, the water,
and also the landscape. Now, let me have a look I
don't really like the shadows. So what we're going to
do is we're going to go ahead and fix the
shadows as well. See how it's falling
on the water. The shadows are not
realistic at all. So the way we're going to
do that is by changing the isotropy of the
actual water material. So let's go ahead
and type in water. There is body of water, and we're going to go
down to the material. So there it is.
Double click that. And we're going to go down
to the is there it is, anisotropy, and we're going
to change that value. Where is the shadow? Here it is. So we're going to increase
that. There we go. So now that looks way,
way more realistic. Yeah. So now you can see that the shadows sort of right
there on the surface. It's not just on the surface. It's actually further
down lower and gives it a little bit
more of a real feel. So remember, just go
to the material of the water and type
in anisotropy, and you should be able to just increase it until you
get the right effect. Just keep the two windows
open until you do so. Now, let me just close this and check the water
figurations one more time. Let's add this. So now, this is going to give it a
very see how remove that. Right. So if I now go into the caustic and
I click that, right? Oh, that's giving
me these little ripples that are coming across. So the reflections are happening down on the bottom of the water, which is actually pretty cool. So we can add that in there. We can do a few
more little things. Feel free to play
around with it. We could play around with also the colors of the water as well. So if you want to make
a little bit less blue, you can do that and hit okay. So now it's a little
bit more white, or you can just bring
it back up to the blue. There we go and hit
save on that one. And then you basically
can just keep on going and playing with
some of those settings. And until you find the type of water you want to
have in your scene. Remember, this is
all subjective. You can create it in
any which way you want. I prefer to have my water
a little bit clearer. Other times, some
people like it really, really green, which is
kind of strange for me. But nonetheless,
we could probably add a little bit of green in there and make it a
little bit more bluish, I guess, and green. That's okay. So that's just going
to close this window, and there you have it, guys. Now, this is our new scene
that we've now just made up. Now we've played around
with the lighting. So you now know how to
play a directional light, how to modify your skylight, how to apply an HDRI, and how to rotate it, and how to also
increase its intensity. So now you can turn off
the skylight altogether and have your HGRI illuminate
your entire world. It is purely up to you how you want to go ahead
from this point. Alright, guys. Thank
you very much, and I'll see you in
the next lesson.
16. Rendering Technique - Part 3: Exponential and Local Fog Adjustments: Hi, everyone. Welcome back. In this lesson, we'll
be focusing on fog. So this is the scene that we currently have, which is great. You can almost film this and color that. It's really good. Most scenes, be it a cyber punk type of
scene in a city or even a wild Western
scene or this kind of scene we're mainly looking
at nature and environments. What is very, very
common is to add fog. Fog brings that
depth to the scene. It's not just a tool. It's really a paint brush for immersiveness and
captivating scene. So this is what fog you provides you that capability to be
able to add more depth, more intensity, more meaning
to a specific scene. Now, here, scene is fantastic. It looks great.
It's a clear day. But if I add a little bit
of fog, say, for example, here and here and
also in the world, I think I can do a better, more realistic, a more
captivating scene. So first of all,
let's have a look at what fog components
we already have. So if you go to the
right hand side and type in fog, all right. Alright, I've got
exponential fog. Now, there are two
types of fogs. There's the exponential fog and also the local height fog. Now, you can actually
see them side by side. If you go to visual effects, we got exponential fog, which is what we have here, and we got local height fog. So what we're going to
talk about right now is the exponential
fog. Let's go here. Double click on the
exponential fog. And as you do, on the right
hand side down the bottom, you're going to see a bunch
of different setting. Now there's a lot
of settings here. You basically have
a lot of settings, a lot of things that
you can configure. Now, in order to make
meaningful changes to the fog, particularly the
exponential height fold, these are the only things that
I recommend you look into the fog density and the
fog height fall off. Exponential height fold is exactly what the name
tends to suggest. Basically, as you get
closer to the ground, the fog increases exponentially. As you go further
up, it decreases. So that's what exponential
height fog is all about. So now, if you change
this value, say, if I want to increase it, notice how I'm increasing
the fog on the ground. So if I actually go up, see,
there's not much fog there. Fog go down, the fog increases. So that's what exponential
height fog is all about. Here, no fog down here, a lot more fog. So that's
what that's about. Now, the height fall off, it just tells you
it's a coefficient of how the actual fog
is going to fall off. So if you put zero
almost zero, right, it means that all
the fog is going to come down and the actual
fall off is zero, which means that
the exponentiality from top to bottom
is almost uniform. But if you start
increasing that value, then what happens to
the coefficient for the exponential graph for dropping it from
zero to the ground, right, is going to be more
down closer to the ground. So watch this. So let
me increase that. Now, I'm going to
grow straight to two. That means that all
the fog is down here. So the moment I go there's
nothing. See what that is. So basically, if I decrease it, that means that the
fog is going to be more uniform from top to bottom. So there's going to be less of that exponentiality drop off. That's what that fog
height drop off does. So what we want to
do is we don't want to engulf the entire
scene with too much fog, so we want to basically
have it so that the fog is a little bit closer
to the ground, right? Like so the moment
you sort of come up from here, there's less. And the moment you come down, it's a little bit more. Right. So now,
straight off the bat, the scenes a little
bit more interesting. It's more captivating. So if I go here and increase
the fold down like so. Right? That means that the folds are really
close to the ground. So let me just lift
it up a little bit. There we go. There, right? Now, let me also decrease the
density of the fog, so it's not too dense,
so I want to be able to see the
horizon a little bit, but still have that fog feeling. So there we go, not
completely zero. Let's go like that. So it's a very subtle change, but that will be enough. So now, folks, this is how you can
basically play with it. So feel free to spend some time and play
with these two settings, the fog density and the
fog height, fall off. So this is a secondary fog, so you can do the
same thing with a secondary fog
exactly the same. There's a fog
height offset here, which makes it slightly
more interesting. So if you drop off the
fog density, say to zero, so there's no second fog data, and now slightly increase it. And I increase the fall off. So there's more
down the bottom and the offset is where the
actual fog starts from. So actually again, if you
want to investigate this, you can just pop up and see what's actually
happening in the world. Now, that's what the
exponential fog does for you. So have it played
with this until you get the right scene. Now, it's all up to you how you want your scene
to look like. Now, I like my scene
to be a little bit foggy but not too foggy. So let me just decrease the
secondary fog a little bit. That's more like it. I think the good place
is 0.02. That's enough. Right now, that is the
exponential height fold. Now, let's save this. And now let's head off over
to the left hand side. Go down to visual effects, select the local height fog. Now, here it is, folks.
That's what it is. It's basically a sphere. Now, you can do a lot
with this, a lot. Now, a lot of people look at
it and go really confused because the borders are very, very sharp, but you
can adjust that. So if you go to the local
height fog and here, the top one, two, three, four settings are probably going to be the only settings you need to adjust for this. So first of all, let's
reduce the density. So I can make it too dense. Let's give it a 0.2, or maybe last 0.1. That's the fog you
want. Now, once you put it into position, we can also change a
little bit later because the setting also dictates how
much fog you want to apply. Now, the fall off. Now
notice how the fall off is you want it to be
closer to the ground. So it's very, very misty, or do you want it to be sort
of somewhere in between. Like that. Now,
what I like to do because we're going
to place this fog on top of the water. What you want to
do is have it so that it's not all
over the place, but it's closer to the ground. So notice how it's
very light up here, but closer to the bottom. So when you place
it above the water, it actually looks the part. Now, what we don't want
is this borderline this borderline coming on
the outskirts of the sphere. It's obvious that this
is just a fog component. So what you want to
do is you want to move the radial attenuation
up or down, right. Now here, notice how
the fold is coming a little bit more in and it's less pronounced
on the outside. So that's really good because
that's what you want, because if you have it
too close to the edge, it doesn't look real, right? So you can also offset that
with the fog density as well. So the more density
is, obviously, the more it's going to
get closer to the edges. So by playing with
these settings, you can sort of get it
just right for your scene. So now I want it
to be 0.00 20.03. I work with 0.04, five. Now, there we go. Now what I'm going to do is
I'm going to grab this fog and I'm going to put it
in a position somewhere. Now, notice how it starts
changing the scene slowly. So what we're going to do
is we are going to place it here to the side slightly. There. And in this
little gap here. Now, you can place it anywhere
you want in the world. It's really up to you
how you want to do this. Now you can always push it
into the mountain as well, so it doesn't have to be just standing out there
in the middle of nowhere. And therefore,
it's going to give you that pronounced borderline. So notice how it's right
here and now at the moment. Great. But notice also, if I look at it, it looks kind of weird. So we don't want that. We want to basically
change the offset. So it's a little bit lower. There we go. Now we can also move by moving it and making
these little adjustments, you can get it just about right. So and zero. Three. There we go. So now you've got fog there
on the left hand side. Now, how does that
look with or without? Just go over here,
eye off, eye on. Notice how he adds a little bit more
ambience to the scene. So now what we're gonna do is we're going
to add a few of these, so let's go ahead save. Now, one other thing, guys, the more assets you add
to your scene, right, you will start
experiencing lags, crashes, all sorts of things will start happening
unexpectedly. So my suggestion is always
make sure autosave is enabled, but try to do it as often
as you can by yourselves. Otherwise, all the hard
work and texturing and rendering can disappear in
matter of a few clicks, and then it's gone, right? So now, let's add a
few more of these. So we're going to
add one over here maybe in this gap here and
patrude out a little bit. Now, obviously, if you now, these are two unique ones, so I can actually change this one here on the
right hand side to suit, but I actually like
how it looks anyway. So what I'm going to do is I'm going to also grab this one, and I'm going to put it up
on the mountain as well. So I'm going to go ahead and
copy and move that there. And I'm going to tilt it there. So you can do things like this to give it a little bit
more of an interesting look. There we go. See now. So now, it's really good to
put them behind edges of LC. See this edge is pronounced. The fogs right behind. Now, let me just reduce the
density of that fog. So first of all, let me
reduce this one says 0.015. And this one here, I want it to be slightly more. So 0.02, right? So, the further out you
go, the denser the fog. So you don't want to
have it all uniform. So now I could keep on
going with this and say, I want to have the lower end of this water ridge to
be actually all fog. So we just go ahead and let's grab the first
one that we did. Right. And there we go. So we're going to push
this one all the way out around about there. And now we are going
to scale this up, say, it's 500 now, we're going to go to three. Well, let's not. Okay. Green
is where we want to go. So let's scale it up to 2000. 3,000 or 200. There we go. Now notice how I've got
fog right on the surface. If I remove all
these items CSE now, it gives me that infinity pool look right at the edge there. I've got a bit of fog
here on the side. It's giving a bit of a glow because the sun's
shining into it. Now, the other thing is that
you need to have daylight. If you put fog on midday where the sun is right above you, you're
not going to see it. You want to have your
light more closer to the horizon and that's
what's going to give you the fog look. Okay, so now let's go back here. I like it very much, but let's pop it up a
little bit, as well. Alright, guys, well, that's it. I'll see you in the next
lesson. Bye for now.
17. Character Animation: Hi, everyone. Welcome back. Now, I hope you had some time to work on your environment. You now know how to
work the skylight, the atmospheric light, the ambience around that,
the directional light. You now know how to add og. So you can create a scene that suits what it is that
you're trying to achieve. So here you can see, I went for a little bit
more of a sunset feel. I wanted long shadows. I didn't want too much
light in my scene. I wanted to give it
a little bit more of a enticing ominous look. And I think I've achieved that with what I have right now. From this angle,
there's a lot of light. From the angle that we're
going to be filming a lot is it's a little
bit more interesting, a little bit more yeah, there's quite a few
compelling things here, as you can see, with the fog coming down
the sides of the mountains, the large cliff at the top, the stars on the horizon. The water is flickering. So there's a lot of movement, a lot of things happening here. But what's out of place
is our friend, Medic. So the purpose so the purpose of today's lesson is about
replacing A Mannequin. We could actually keep it and just give it
animation if we like. But I think what we're going
to do is we're going to explore Adobe's Mixamo option. We do have the option of using meta humans from
Unreal Engine itself, from the Epic games marketplace. However, let's explore. Let's deviate a little bit from Epic games and
try something else. The process is very
similar anyway, so it's not too different. All we want to do
is we want to give our Mannequin a
friend right here. So what we're going to
do is we're going to head over to Mixamo. So if you type in mixamo.com, log in, and you should
see this particular page. So there's two main menu items, two main tabs at the top,
characters and animations. So what we're going to do is we're going to go to
characters first. So we're going to select one of many characters
that are pre built. Remember, you don't have to pay for this, so do not worry. Over here on the
right hand side, you can see one of them. So once we select our character, we're going to basically
download our character. Then we're going to move
over to animations. And here we have a whole
lot of different movements. Some of them are
hilariously funny. Select which movement you want. And then what we're going to do is we're going to download the characters and download
the animation separately, and then we're going
to combine the two in our virtual environment. So let's go ahead and
go to characters. I want to look for
the spot character. So what we want to
do is we want to download the Swat guy character. So we go ahead and hit Download. We can leave TPos there, and we're going to
download an FBX file. We can go to 7.4, which is a High Resolution one, I guess, and hit Save. So it's going to ask you
where you want to save it. So save us somewhere
where you know where you can go fetch it a
little bit later on. We're going to add a few more characters
to this scene as well. So I'm going to Go
ahead and do that one. Okay, so after SWAT, we could end up getting something
a little bit different. So we got an army person, so we can go a little bit
more adventure if we like. Okay. Erica the
Archer, I like her. She looks fun to have
here in the scene. She's got arrows and a bow. So that makes it
really interesting. So that's going to be good. So we can go with Erica. Okay, great. Thank you, Erica. So let's download Erica. Okay, so we got Erica. She looks like a powerful
warrior, which is fantastic. So that's what we want. Okay. Let's see what else
we can download. We can do a cartoonish, but it's not going to
fit in our scene. We could do a bit
of a parody if we like with Big
Vegas, for example. I really like this one. Um, that's not gonna fit
in the scene at all. We've got a signs Drake or what he says a
vampire or some sort. We got this guy here
looks very scary. Or we can stick to Okay. Oh, there seems to be another powerful
female character here that we can add in
as well, which is great. Arisa. Okay, great. So we're gonna download
Arisa as well. Now, what I like to do
with all my downloads, I like to put CH as prefix
to all my characters. And for animations,
I usually place An. So the first two characters
are those two things. That's how I name all my assets. So CH underscore the freestyle
describing what it is. And then numbers like one, two, three, as in different versions
of that same character. The same thing with animations. I tend to do the
same thing there. So let's find another character, as well, maybe a Sci fi
character. So that's Adventure. So we got two we got Erica, we got Aria, and we
have the swat guy. Oh, vanguard, we got to have someone that
looks a bit like that. Yeah, that's good. That's good. So let's go ahead and we'll
grab this one, as well. Okay. So once we filled our director with
a bunch of characters, we can then go back and placing them inside our
virtual environment. So once we found out all the
characters that we want, we can go to animations. Now, in animations, this is
where we're going to download the actual animation itself sequence from the list of animations that are
here on the screen. So we can collect
anything we want. So what we're looking
right now is to find a animation that we can place on a loop inside
our environment. And usually they are the
ones where people are standing and breathing and
not doing much at all. So that means that
if you do loop them, it doesn't look out of sorts. So for example, yeah, standing with a briefcase, that's interesting, but we
don't have a briefcase, so this is going
to look strange. Let me see what else
we can find here. I like this one standing with the thumbs up. That's great. But again, different
setting altogether. So let's just go ahead, and I'm just going to go
and type in idling idle. Okay. All right. So that one
looks really interesting. Looks interesting enough that it's not just not
doing anything, he's got his front
foot fall back on his body weight is
in the back leg and he's just breathing. So what I'm going to do is
going to download this without the skin because we might want to apply it
for different purposes, so we're going to go
ahead and select 60. Now, we don't need 60
frames because there's not much happening here
for 60 frames. But nonetheless, let's go
ahead and hit Download. Alright? And again,
it's going to ask you, where do you want
to download it? We prefix it with
AN, underscore, and then we can just give it any file that we
wish after that. Okay, so once we're done here, what we're going to do
is we're going to go back to our unreal engine. And we are going to
create two folders. But first, we're going to put
everything in one folder. We're going to call these
actors as in characters. So now we've got Anim and
we've got characters. So inside characters,
we're just going to go ahead and add a bunch of different imported
characters that we just saved. So just collect all the ones that you have saved
and just drop them here in the characters. Now, a good way of organizing this is to
have a folder for each. So therefore, all
the materials and meshes and textures don't mix. Some of the characters
are named very well, so they're prefixed with
the Acura unique character, others are just not. And therefore,
you're going to mix the different
textures, et cetera. It's going to be
a bit of a mess. But for the sake of progress, just collect everything and dump it inside this
particular directory, and let's set the defaults
in there and import all. It's going to do something,
yep. It's moving ahead. So now that's just basically downloading characters
that you save from MixMO. Now this is just a warning. So let's just have
a quick look at it. I tend not to just
bypass these things. Okay. Okay, so it's giving
me a bit of a warning, but that's okay.
Nothing drastic. So if we go back to the
content drawer, here it is. This is what I meant
by being careful with, you know, your imports. Notice how everything is kind of looks a
little bit messy, but some of these characters, you could actually
see that, you know, they've been prefixed
like for example, this one here, vanguard. So you can see all
the vanguard textures and all the vanguard measures. Others have a specific number in front of them, which is good. A recess fine. But
then you go with things like arrow and arrow Div. You don't know who
that belongs to. So if you've got 100
characters in here, it's going to take a
long time to figure out which one do you want to modify for the
particular character. So it becomes a
little bit messy. So for now, we'll move
away from character. We're going to go
to anal animation. And here we're going
to do the same thing. We're going to write
button click Import. And we are going to
find a how animation. And now notice how
these two bunts here put all in import
are not highlighted. That's because we
don't have a skeleton, so we did not import
it with skins. So what we can do is we can just basically select
any one of them. So we've got Arisa, we
got Erica with the bow, SWAT, vanguard, and so forth. So they've been all listed here because we've saved
them just earlier. So what we can do is
say, select Erica. And we Let me just do that, Erica and import all now we
should have Erica there. So what we can do
now is simply place Erica next to a stand up bloke, the white mannequin that we've
had for some time there. So just going to
click the animation, drag and drop. There we go. So now it's facing
the wrong way. So let's just straighten it up. So now that's interesting. So notice that Erica fits
the scene really well. Mannequin Man, not anymore, so let's just retire
him. Now we've got her. Now, this looks
really compelling. However, it does move away from the realism
because and this is a thing. When there's a lot
of light happening, you can start seeing
textures like this. They're a little bit too
smooth, not rough enough. And when you come in
a bit closer as well, you end up seeing the face. Now, in this particular
setting, this environment, I'll have to really dim even more in order to get
the ambience that I want so that I don't
actually expose some of these plastic details from
this particular import. Now, of course, you can find better characters
with more details, but this particular one doesn't
actually suit the scene. It's not the right one for
this particular scene. So either I have to
change the scenes to suit the character or change your
character to suit the scene. I'm going to do is I'm
going to basically remove her force to lead and remove the character
out of the scene, and I'm going to try it again. So I'm going to import,
find the animation, and I'm going to give it
a different skeleton now. Let's go with the SWAT. And yeah, it should be here. Now let's bring him across. Okay. Alright. Now, I believe he
suits the scene much, much better, not because of any other reason other than the fact that his
face is covered. His costume and his outfit seems to be of high detail,
high resolution. So therefore, if you
do zoom in and do some close up camera
work, it is convincible. You can convince the audience that this is actually
more real than not. So now notice that he's
facing the wrong way. So you can adjust that by
simply going ahead and selecting zero for
painting up and down, green, zero and -90 so that
he's facing forward, good. So there we have it. I don't want to place him
dead bang in the middle. Looks a little bit rehearsed. So what I'll do is
I'll move him a little bit here to the side, right? Let me go ahead and, um, and capture a high
resolution screenshot. So if you want to
do that, let me do that once more and
a little bit slower. Just go here to the
burger menu item icon to scroll the way down, go to high resolution
screenshot, and you'll screenshot whatever is on that particular scene. Now, these items here, these grids, if you want
to get rid of them, just go ahead and click
G. So if you click G, the letter G on your keyboard, they all go away, and now you can have a clean screenshot. So let me remove that let me do one from
a different angle. So with a lantern. Yeah. Yeah, that will work. And now we are going
to press play. So we go up here and hit play. Notice how now he's
breathing in and out. So now that you can place that
on a loop, and therefore, that's not going to impact
your scene, your cinema scene. Alright, guys. Well, that's it for now, and I'll see you in the next
session where we're going to start creating some
sequences and scenes, and we're going to
then basically move from there to a post
production phase where we're going to
basically edit it and put it in a scene.
18. Filming - Part 1: Basics: So the next thing
we need to do is start thinking about creating
some filming sequences. So the way you go
about doing that is there's a couple of
ways you can do this. But first of all, let's create a directory where we'll be placing all our
filming sequences. Let's call it filming. I believe I did not spell it correctly. Let
me try that again. Where are you? Okay, and rename. Filming. Okay. Here we're going to place all
our sequences. First of all, what you can do is you can write button click and you can create a
sequence from here. Or what you can do
is go straight up to the what you can do
is go straight up to the add level sequence
and do it from there. What I'm going to do is I'm
going to add level sequence. It's going to ask me, where do I want to save this sequence? You can leave new level
sequence as it is, and as you add new ones, it's going to be a
rolling number forward. It's going to be just
incrementing by one forward. So let's nominate the directory
that we just created. Here it is. Film me. Alright, so now, this is what
we've got down the bottom. It's blank. The reason why
it's blank is because we do not have a camera
allocated as yet. So what we're going to do is
we're going to add a camera, and you can do it in
many different ways. You can do it at the top here. Like cinematics
and add a camera. You can do it here, create camera here, right. So you've got camera
actor and you've got a cinematic camera actor,
which is the one that we want. Or you can just do
it here as well, create a new camera
instant right there. So what we're going
to do is we're just going to create a
camera instant. Right as such. Now straightaway, once you do that, you actually
see what the camera sees. This is what the camera sees because right here on
the left hand side, you can see that you are currently the pilot
actor of the camera. You can eject and go back to the normal view or
you can stay here. Now, on the right hand side, straightaway, the
moment we did that, the cinema camera has
been activated and you can actually see the details of it right here on
the right hand side. Now, just a very
quick introduction. Again, very similar to most
other objects in unreal. You have the location, rotation, and scale of the actual camera. And again, this is
what the cameras looking right now at the moment. So if I move this,
that means I'm moving the rotation
right or left. So on the bottom half, now, this is where it
gets really interesting. This is where you got the
actual camera features and functions that you can modify to get the best outcome or the outcome that
suits you best. So as you can see here, one of the most interesting
ones is this one here. We can increase the sensor
width height aspect. You can leave it as 16 19 or
change it to a wider screen, even an IMAX 70 millimeter. So you can do all these things. Now what we're going
to do is we're just going to leave it on the default of 69 digital film. So that's what we're going
to do for the time being. And and let me just Yep. Okay. Paused. What I'm going to do
is I'm just going to save the sequence for the time
being, and here it is. Now, the moment the moment
you save the sequence, what happens is your cursor is located where the red
pointer is, right? So that's where you
are at the moment. Now, when you move this pointer, right, that's where you can nominate where you
want to be next. So once more, very
important point. Where the red pointer is at the moment is where
you are right now. If you wish to lock that
point in time of the camera, including the focal point, then you need to click these circles on
the left hand side. They're like circles
with a plus. That would mean that
this camera has been locked into that position. Then if you want to move the camera in a
different position, you move the camera
mechanically or via your mouse, and then but you move
the red arrow first. And then you move the camera, and then you update
these circles again. So let me start that again. If you wish to lock the camera
where it is at the moment, just make sure you
click these circles. So on the left hand
side, you've got the camera aperture,
focal length, manual focus distance, which is something that we're going
to talk about very briefly. And the most
important one, which is where the camera
is transformed. So if you click the
parent one here, which is the top
one, all the rest will click order automatically. Now, if you want to move
to the next camera spot, first, move the arrow. So you want to get the
next movement done, say in 1.35 seconds, then you click
these ones again to basically make sure that the camera moves
in this direction. So let's try that, okay? So now, very briefly, as you can see here, the
scene looks fantastic. Scene looks phenomenal. So let's do the first scene. Let's do the first
scene like so, right? So what we want to do
is want to come from this angle and pan forward. So remember, try to keep
the scenes short and sweet. By default, you get 0150, right? That's the length of time that you have for your sequence. You can move that to the
right by increasing this. We'll do that a
little bit later on. So for now, let's lock in the camera position as it
stands here at the moment. So what I'm going to
do is I'm going to just go ahead and click this and I'm going to also
change the focal setting. So if you go to the camera,
which is over here, so you click the camera
here on the left, you get the update on the right, and you go down to
your focal settings. Right now, if I click
draw Debug focus plane, this is going to show you
where the focus point is, which is really,
really far away. Now, if I want to
bring that in right? Now, this is where
the focus point is. Now, I want to focus
mainly somewhere here. Now, that can become a
little bit difficult to see. So what you can do is remove
this tick so it's not there anymore and use the
little pin drop here. And place it somewhere
in the world. So what we can do
is we can use say, we can focus here and notice how at the
moment we've done that, the number changed here. So it's 1,957 centimeters and straightaway
got updated here. Now what we're going to
do is we're going to go ahead and click focus. Now, for these type of scenes when you're really
close to the ground, what's good to do is
actually have a focus point ahead and have these ones a little bit blurred
out because otherwise, what can easily
happen is that you have focus at the front, but it's all blurry at the top. So it depends on what you want, but let's try it both ways. Let's do a short
focus like that, and let's update the scene. There we go. So let's
go back a little bit. What we can do is we're going to try this the way
it is right now. We're going to have a little
bit of this rock here. So it's 229 centimeters. Let me confirm that.
Yep, 229. Just try that. Get rid of these. And
let's select the camera. Once more. Okay. Let's have it like that. So let's not chew too close. And Okay. And now let's get the
position updated. Okay. So here's the position
that we want it in. So we're going to update
the transformation. So let's just drop that one, go here and update. Okay. So now, this
is where we are. So what we're going to do
is we're going to move the red arrow right
till the end here. And now we're going to
move the camera. Oops. Big. Right. And we're
going to move it maybe You can try this in many different ways, but what we're gonna do is
we're can move it right. We've got too much sun
there, so right here. And then adjust the focus. There and then update
the transform, which is the
location properties, and we're going to
expand the camera and adjust the focus point. Now, let's have a look
at what that's done. Now, it's a very
short period of time. It's going to go
probably a little bit too fast. Well, let's see. So it's cutting through, and there we have it. Okay. So that could
be a first scene. So what we're going to do
is we're going to say that. I'm not quite happy
with the focus point. So what you can do
is as you're co through now notice has cutting
through the rock here. So we can add a point somewhere here and lift it a little bit. Some point right here, so it doesn't cut
through the rock, like so, and still keep the focus on the grass there and update the
focus point there. Alright. And so let's have another look so you
can rewind it, play. So it's not cutting
through the rock. Excellent. Fantastic. So now, the other thing is that I
notice how when it comes here, we need to adjust
the focus a little bit because it's a wider span, so what we're going to do is we're going to adjust it so that it starts looking ahead,
like somewhere here. So what we're going
to do is we're going to increase the focal length to 3,000 so go for
300 to 3,000 very, very quickly, and then it's going to stay like that
for a little while. So let's have another
look that's better. Excellent. Now, we want to focus on him just a
little bit earlier. So let's just bring it
a little bit earlier. So focusing the camera is something that you do after
you position the camera, and then you walk through the scene step by step and look at what's being
focused and what's not. And then you adjust the
focal length as you do that. So here right now,
I want to start focusing on him, right? And let's update that and
see how that starts to look. Yep, but it's still a
little bit out of focus. In case this focal
length here should be really there a
little bit shorter. So let's try that again.
Excellent. And now you probably want to stay
there a little bit longer. So let's just increase
this from 165 to say 200 move over. Now, what we're going to
do is we're going to stay exactly there for a little bit longer and just pan
out a little bit. So here, notice how this
red herring lines there. That means that you're only
going to export everything from green to red from this
green line to this red line. So what we're going to
do is going to stretch the red line out to the end. And also at the same time, the footage or the
camera is going to only begin from green to red, so it's
going to be cut out. But notice how it hasn't been stretched out to
the new red location, so we're just going to
click it and drag it. Across. Excellent. So now let's add a new camera position. And we're going to slowly
pan out to the right Okay. And click the location, and we are going to adjust
pan out to the right. Like there, that's
a better location. And now what we're
going to do is we are going to change
the focal point. Again, let's click the camera. Focal point, whereas the focal focus settings.
There it is. And we are going
to look out ahead. Okay. So let's adjust
that. There we go. Alright, now let's have a look how this whole thing looks
like from beginning. So let's play. All right. Here we go. And
now and out. Done. Okay. So now what we're going
to do is we're going to add a little bit of time
in the same spot so we increase this to 220. We're gonna go all
the way to the end. Move that all the way to 220, 200 2019 should be fine. And we're just
going to sit here. Right? And the focal
point is going to be, again, the distance,
the far distance. Let me see what
else. I will pick up a bit too foggy there. And yeah, that's fine. So we'll just use
that far distance. Yeah. Let me see where, let's bring it a
little bit closer in there and remove it. Maybe a little bit closer in. It's too close in
there and drop it. Okay, wait for the update
the sun to come through. And that looks that looks good. Okay. Let's get a bit of the stars. Damn. Okay. Bring it back over here. And oh, sorry, the camera. Don't forget the camera. You
have to move the camera. Move the red arrow first, then move the camera and then capture capture
where the camera is, and also the focal point. And that's it. Now, this red ending bar here, we're just going to push that all the way to the end, as well. Now don't forget, get the
scene across as well, all the way to the end. And now let's see
what we've done. Before you do anything, click Save and let's start
from the beginning. Alright, so nice. Here we go. And there. Okay, now, the camera movement at the end is a little
bit too jagged. So what we're going to do
is just add a little bit more time, say 270. And now instead of redoing it, we're just going to
highlight all these like so. Let me just move
this arrow here. We're just going
to highlight them, and we're going to move them all together at the same time. We didn't highlight that one, but we can move
that one as well. Okay. Now, the red arrows there, so we're going to move that
one as well to the end. So that gives us a little
bit more time to allow for that camera movement
from bottom up. So, you know, how we're
painting it up to the sky, so we want to make sure
that's nice and smooth. So give it a little
bit more time. So let's have another look,
the stuff from the beginning. And here we go. Alright, so grass, hills, swat guy, looking
out, and slowly up. Yeah, that works. Now, let
me just try that again. The focus here, right? So it's focusing on the
rocks, which is fine. And let me try that again. Okay, so what I would like
to do is make sure that my focus my focal point. So let me touch
the camera again. My focal point is there. But let's just push it
a little bit there. So now, these arrows
on the left and the right of the circle
tell you to go to the next nearest mark point. So let's just go to the
next keyframe point. So just here and let's see
what what we see here. So I want to make sure
he's highlighted there. So let's just make
sure that is updated. This one here, I can't
actually see his back. I want to make sure
that I got him there. So update. There we go. And let's get rid
of the pink screen. Wait for the light to come back. And here we go. Play.
Now, he's in focus. And now we'll go at the top. Okay, so now let's try to
make sure that he's in focus even when we're behind. So let's just so we've
got the focal point here. And then what happens
is the focal point goes to 5,000 very,
very quickly. So what we can do is
put a point in between. Say, here. So now,
is he's in focus? We should still
keep him in focus. Now the focus going to change. So we should still
have a point here, and then start transferring
the focus away from him. So let's just keep
his focus there. And then from this point, we'll start moving across
to a different focal point. Okay, so these are like
little things that you'll learn as you're
doing more of these. It's all about where you place
the focal point depending upon the context
of what you see, that's much better or what
you're trying to achieve. So let me try that
again one more time and play. Excellent. Love it. Okay, so now let's just make sure that we've
got everything in order before we export. Okay. Alright, guys. So now we've
captured our first scene. We are going to
save that sequence, and now we're going to learn
how to export the sequence. The way you do that is by
going to this particular icon. You click the three dot sandwich
on the right hand side. Got two options render Q or
movie scene capture legacy. Now, I prefer for this
particular course, just to focus on the basics. So we're going to
go with the legacy, and we're going
to click that And now when you click the icon, we have this screen pop up. Now, what we can do is just
very quickly go through that, it tells you, well, which
format do you want it? No, we don't want
a bitmap or EXR. These are static images. So that's fine if we're
doing just a static image. We want an ABI, so we'll
leave that as it is. No audio. We are not collecting
any audio at the moment. Now, you do want to keep it
at 24 frames per second, just that film film frames
per second setting. Me is a little bit too rich and it looks a
little bit too fake. So you really want to
have that fuzziness a little bit in all of
your filming because, I mean, that's what gives
you that cinematic feeling. Once it's really,
really refined, and I do see a lot
of movies out there, particularly degrade movies, where the cameras so refined, it looks so realistic. It looks like something I could do with my
handheld camera. So what you want to
do is avoid that by maintaining 24 prays per second, which is the film quality. Resolution. I like to increase
this as much as I can. So what we're going to
do is a bare minimum, we're going to look
at 19:20 or 38 40. So let's go for 38 40, which is four K.
And next advanced, we don't have to do
any changes here. Where do you want to save it? Very important. Now, usually, I like to keep all my videos on the same directory where
my EU Dimi files are. There's a special folder that
Unreal always saves it at. And so therefore, when
you go come back to it, you can find all your
videos that you've captured in that one
location for that project. The moment you start saving videos in a different location, you then lose track
of what's where. So a good practice is
to have it all saved initially under the same folder
of where your project is. By default, Unreal engine
will do that for you. You will save it under
your project name. Saved folder, as you can see
here, and video captures. That's where it's
going to save default. Leave it like that.
When you want to move things into post
production phases, then you can grab it from there, the raw video and copy
it somewhere else, and then you can file
manage it differently. So here, yes, we're going to leave it exactly where it is, and we just have to hit capture
and wait a little while. So it's going to ask me, Hey, do I want to save this? This is the level Project ten, a smart level, and I say, Yes, I want to save my project
before we go ahead. And now we just have
to sit back and wait. Now, you're going to notice
the top left hand quits. I'm give you a little
render preview. And once that render
preview is finished, on the right hand
side, down the bottom, you're going to see finished. And then once that's finished, you can open the folder
and it'll take it straight to where the project folder
is where it's saved, which is this path here. So don't worry too much if the quality of this
isn't up to scratch. It's because, again,
this is just a preview. It's a low resolution
preview all up. Okay. Now, also, one
other thing I did not do, which is the
compression quality. You really want to
push that to maximum. Okay. So you want to
push that to maximum. So let's allow this
render to finish. And next time around,
we're going to basically have the highest
quality compression. Otherwise, if you want to remove the compression,
have it raw, which means that you're
going to consume a lot more hard drive space,
you can do that as well. So my suggestion is, I would usually like
it uncompressed, and then I compress
it myself through the post production
video editing tools. However, it's up to
you. Okay, guys. So I'm going to pause the video, and once it's complete, I will restart it restart recording. Okay,
guys, we're back. Notice how on the
right hand side, capture finished is what it says to us and open capture folder. So we're going to go
ahead and click that. So what you got here right now is you've got the ADI file, so we can play it and
see what it looks like. Oops. Hang on. Let's
try that again. Alright. So this is what
we have just filmed. Looks amazing. Looks
fantastic. Okay.
19. Filming - Part 2: Lighting: Now, so what we're going to do now is move on with
the animation. So we have now learned
how to film the scene. We don't have to change anything
as part of the sequence. All we have to do is
activate the animation. So what we need to
do is we need to grab the person and on
the right hand side, you're going to see
the actual skeleton of the person get activated. So what we need to do is
add them to the sequencer. So this is all the
camera sequencing. So now we need to add the
actual animation as well. So what we're going to do
is we're going to grab him and we're going
to drag him across. Now, I notice now we've got
AN for animation Idloh three. That's what we called this
particular animation. So now what we need to
do is make sure that we also have him animated. And the animation sequence
where you're going to use is the idle
sequence, which is here. Okay. So that means that this character is going to
be breathing in and out. So if I just play
this, there we go. So notice how that's happening
right now at the minute. Okay. So now if we go to the camera and now notice
how the camera position, right? Is right here. On the right hand side, you can see the camera position, right? So this is me looking at him. However, he's only going to be doing that breathing up
until around about here. So we want him to do that animation all the
way to the end. This is why we chose to
find something a little bit more generic and something
that we can loop. So what we're going
to do is going to go grab this particular part of the animation and drag
it all the way to the end. And now let's just hit play. Remember, we are not
in the camera Suisse. We are just looking at our
soldier, our swat guy. So it click Play. And let's see. See
now he's breathing, and it's looping
around. He's breathing. Okay. Excellent. Excellent.
And all the way to the end. Fine. Now, let's go
into our camera scene. So go ahead and
click Perspective. Find your camera
actor, I believe, is just sync camera actor, which is that one. Okay. And now let's play
it from the beginning. Let's just true write our
sequence a little bit. There we go, and click Play. Now, notice a subtle
movement in there, and that's exactly
what we wanted. Now, the other thing is that because the movement
is so subtle, we don't get to see much of it. So let's just go back. Now, see the head moved a
little bit, which is great. So what we can do is stay on
him for a little bit longer until right about say he's standing here so we can pan around him a
little bit longer. So that means that
what we're going to do is we are going to increase this part here. So we're going to
push that out a little bit. So it's 270. Let's go to 370. So let's move all the way here. So now, this is
where the arrow is. Okay, so we want this
movement here to allow for more time so we can watch him breathe in and out
and apply the animation. So what we're gonna
do is we're going to grab this one here, so grab all of that.
Move it a little bit. Crab this. Move it a little bit. And let's see where we are here. Hang, grab this last bit and move it all
the way to end here. And now don't forget
the red line, which tells us where
do we end it all? So let's just have another
look at it from the beginning. Drop this a little bit and
now sit back and watch. Okay. Everything looks good so far. There's notice a
shoulder movement. Good. Okay. Now, it doesn't
have to be super focused, so you don't have to watch
him actually breathing there, but we just want to make sure that he's in frame
when he's doing that. So here, let's just grab this point and
move it a little bit. Out. So we got
more of his focus. Yeah. And this bit here, let's move that out
a little bit more. Okay, and let's try it again
until we get it right. Okay, so it's coming in. Nice. Yeah, yeah, we got
more breathing happening. Awesome. Now, there's a
little flicker there. I don't know if you noticed. Let me just have
another look Okay, let's go back to the animation. That's why. Because the
animation just stop right there. You got to be careful
with these things. So I'm just going to
grab this, bring it all the way just before
the red line here, and also he's breathing
there towards the end. So now let's play it again. Save, save the sequence. And 37 seconds sequence. So it's not very long, but Okay. Yeah. Okay, guys, well, that concludes this
lesson on filming. So let's just to recap. We placed our character
in the scene. We made lighting adjustments
in the previous lesson. And in this lesson, we placed
the camera in the scene. We made we configured
the camera. We moved the camera. We did a little bit of editing. We essentially changed
the focal points. We covered how
important it is to ensure that the camera is focused on the correct
subject that you're filming. We then exported it into an
AVI file, and we ran it. So now let's conclude here, and I'll see you in
the next lesson.
20. Filming - Part 3: Animation: Now, welcome back. Now, what we're going to
do is we are going to add some lighting to our
filming sequence. So let's just close
the sequence, and let's see where do we
want to place the lighting? Now, if you go up to this square up here
and go to lights, you've got different types of lights that you can utilize. So what I'm going to
do is I'm going to grab this rectangle light. It's a little bit more
of a diffuse light, and I'm going to place
it close to him. Now, the fact that we're
panning the camera behind his back some of the detail on his back and it is in the
back of his helmet is lost. So what we want to do is
we want to increase that. And the way we do that is
by introducing a light. So now I press G, so I can actually see
all the different grids. And what I'm going to do is
I'm going to flip it around. Okay. So this is
like having one of those big umbrellas
in a photo shoot. We're going to change intensity. Just let me get position, right. And there. So we want to have a subtle
light on his back like so. So when we're nice and close
and we're looking out, we actually do see
some of his back. So now let's just
decrease the light 8-1. That's a little bit too much. Let's go 0.5. That's a
bit too much, zero point. One, two, five, so quarter. 0.05. That's better, but
let's go a little bit higher. 08. 0.0. Let's just go 0.1.
That's better. Now let's change the light. Let's give it a little bit
more of a reddish color. Does it have to be
there we go right. Maybe a little bit
closer to here. It's too red there. And see what that looks like. All right? So that
looks like, you know, the lights being
reflected and we're getting light reflection
on the back of his suit. So when we do pan out and we do this gp
we get this scene. We do get a little bit
of in there as well. So I want to reduce the light
again even further. 0.089. 2.07, that would do it. Okay. So now we got a
little bit of green to give it a little bit
more of an intrigue. Let's remove the grids and
see how that looks like. There we go. We still
the long shadow, so the lights are
not interfering. And there. Okay. So he'll be out of
focus for a bit, but we'll still see him
more or less in the scene. Let me just grab that light
again and possibly reduce it. So let me try to
find that light. Here it is. And let's go 0.05. That's it. Alright. And let's make it a little bit whiter. So it's not too red. Yeah. Okay. So this tells you
how important lighting is. So let's go back to
the sequence that we just did, which is here. And let's change the
perspective to the camera and let's hit play and see how this looks like before
we take it to print. Okay. There you go, it goes. Much, much better. So
you can play around with the settings and see how
important lighting is. And the color of light, as well, is what gives you a
different type of feeling. So you don't want to do when
you're working with light, you don't want the light to overcome the character of
the scene because otherwise, it looks like it's
been placed there. You want to make sure that it doesn't look like that at all. So what we're gonna
do is we're going to save and save this. And off we go. In and around the SWAT character
that we have here. So let's go to light. Let's
grab another rectangle light. Again, very very
powerful intense, so don't worry about that.
We will be changing that. We're going to be now
flipping it so that it faces him a little bit. So let's just move it
in the right position. Well, there we go. My mouse is playing
up on me guys. Okay, so we're going
to lift the light, and we're going
to have it there. Now we're going to reduce
the intensity of the light. So let's go back here. Double click. We want, say, 0.1. That's good. But let's go a little bit lower because it's supposed
to be a subtle light, and I don't want it to be too to I don't want to take
away from the scene. It needs to look the part, so we don't want the light
to overcome the character, I guess, and make it
look too obvious. We've just added a light there. Okay, so let's just
decrease the intensity. Also, the attenuation
radius is very, very large, so we want to reduce
that, say, down to 100. So it's just in this particular area because
if you have the light, it's going to shine
on the rocks. So we don't want to have that. We want to have a nice and compact right next
to the character. Now, as far as the
color of the light, we want to bring in some depth. So we want to have
a little bit of redness in this
particular scene. So if we have it like that, Okay, let's see how that looks. It's a little bit too,
too too subtle. Let's go. If we go extremes a little bit
too much, that might work. Okay. And now, I'm going to remove
the grids by clicking G, and let's have a look. Okay, excellent.
Already, you can see that by adding
this light here, we're adding a little bit
more depth to the scene, and it's stained to look good. Now, here on his right, our left, what would
be good to do is have a body light
on the side here. So let's go ahead and do that. Let's add another
light. Ah, sorry. And come grab that one there. There it is. And press G
so you can see the grids. So you can see the orientation
of the light. Okay. Now, what we want to do
is we want to have it side on, fully side on. So let's just grab that there. That's what we want, but
not at that intensity. Okay. So what we're gonna
do is we're going to drop it down to one. Again, too much
light, 0.5, too much. Let's go 0.1, better, zero point oh 85. That's better. So now, if we switch it off, that's how it looked, switching it on, that's how it looks. So let's go a little
bit further down 0.06 make a little
bit more subtle. Zero con 05 because
when you film it, normally what happens is the colors just come
out darker than what you see here on the scene
on the screen with unreal. So let's just hit G again. Alright. So now, let me
hit G one more time. Okay. And so this is the
direction of the light. Let me just make sure that
positioning is correct because I've got a sense that it's missing my character.
I think it is. Okay, so let's just pull
it there. That's better. And push it away from him. Like so. Don't want to
hide behind the rock. That's better. So now we've got the side of his
shoulder lit up, red on the other side. So now we can play around
with that a little bit more. I'm not particularly
convinced with this light. It might be a good idea to
maybe put it on an angle, like s and bring it down here. So it's shining like that. Let's reduce the light There. Now, that's much better. That's way way better. So if I actually go here, switch it off,
nothing, switch it on. That gives the whole scene
way, way more depth. Let's remove the grids
by clicking G. Alright? So now we've got a nice
little lit character. Now, the other thing
is that we have this lantern, this
Japanese lanter. So what we're going to
do is we're going to go grab a different type of light. Let's grab a point light. Now let's bring it
across. There it is. So we're going to do
is we're going to put this light inside the lantern, so as we get through
this together. So so once in a while,
my voice will disappear. That's because the mouse has forced me to go somewhere
else in this world. So Alright, go, so
we are adding now the light to now we're adding
the light to the scene, and we're going to reduce the intensity so we can actually see what
we're doing here. So let's go down to one.
Okay, now, that's good. And now we want it to
resemble candlelight, right? But don't want it to
be too To fluorescent, so we want it to resemble that. So the way we're going to
do that, first of all, let's try to position
it correctly. So is it position correctly? Think it almost is. Yep, it is and
balance it out there. Okay, great. Now we got light
coming from here. Now we want to reduce that
to say to candle light. So we want number candles
intensity. So that's one. We also want to use
an attenuation of, say 100, so it's not
too loud the candle. And we also don't want it
to be completely white. We want it to be warm. So what we're going to do is we're going to
have it like that. Okay. So now let's
back out a little bit. So now we've got Okay, different types of lights. We got the lights that's
impacting the character. We have the lantern light, which needs a little
bit more work. So let me reduce
that down to 0.5. 0.2. That's better. And now, that's how it looks. Okay, guys. So now, the fact of the matter
is that it could probably be a little
bit louder this light. So let's see if we can increase it and see what it does
when we go to 0.8. Okay. And we just
get rid of the grid. There we go. Okay, that's cut it ice. I actually don't
mind that at all. It looks pretty good. Okay. Excellent. So the reflection is not
too heavy on the rocks, and there's just
enough illumination, but it gives that kind of nice
appeal to the whole scene. So let's just leave
that as it is. So right, guy. So
next thing is to add this particular setup to one
of our existing sequences. So what we're going
to do is we are going to open up one of the sequences and just pretty much replay
this in the sequence. Now, the fact is that you've already created the sequence, so you don't need to recreate. You can just re record it. So what we're going to
do is we're going to go to one of the
original sequences, which is over here. Let's hit S first before
we do anything else. We don't want to lose any of
our good hard solid work. So, here it is. So this is the sequence that we
recorded earlier, right? So what we're going to
do is we're going to do the same thing, right, and just play the sequence
with this setting, right? So we're going to hit
we're going to go to the actor. There it is. So this is where the
scene begins, right? And we're just going to hit Play and see how that looks like. Alright? Excellent. Let's have
another play. Okay. I think that light on the lantern is a little
bit too intense. So let's go out of the camera. So we're going to hit
the eject button on the top left hand corner and go straight down
to the lantern. We're going to pick
that light and say, you are too intense. I love you, but we're going
to drop you down to 0.6. Okay. To make it a
little bit more subtle. Okay, now let's get rid of
the Gs, get rid of the grids, get rid of the Gs,
and let's go back into the camera and
press play again. That's a little bit better. Okay, so after we re
record the sequence and we save the MP four
file, this is how it looks. We just need to do
some more work with the other sequences so that we can capture the
lighting changes. But this concludes this final session on
filming and lighting. Thank you very much
and bye for now.
21. Conclusion: Hi, everyone, and welcome.
Welcome, welcome, welcome. As we draw the curtains
on this course, let's take a moment and reflect. We've covered quite
a bit of ground, and we have developed quite a
few skills in this journey, and hopefully with an
amazing outcome at the end, with a wonderful project that we can share
with our friends and family and colleagues and
also added to our portfolio. Together, we've
navigated the complex, sometimes frustrating process of installing and configuring
unreal engine. But we have to
cross that bridge. We also touched on some of
the basics of Unreal Engine, a topic very dear to me because I think it's
very important to understand all the aspects of the tool that
you're about to use. We ventured into the vast
ocean of different plug ins. We've explored the
water plug in, for example, and we simulated
the aquatic environment. We've changed the type of water, the waves, the color
configuration of texture. We even configured the shading as well that you get on the water to make a little
bit more realistic. Also played around with the
post production volume, which I believe is
probably one of the most important plug
ins you're going to use. And that particular actor, plain actor that we've added, IE, the process volume actor, that one there is
very, very useful. It elevates the impactfulness of the entire visual effects. So you can introduce things like like lumen and modify all
your configurations, your and yeah, so you can do
a lot of really, really, really necessary things using the post process volume plug in. So then what we did
is we journeyed over into the Unreal
engine marketplace. We connected with
Quicksaw Bridge. We pulled in HDRIs
from Poly haven, and then we also dived
into Adobe Mixamo, and we collected a
bunch of characters. Some of them worked. Some
of them didn't work. Again, depends on what you like. We can be very comedic, can go in a completely
different way, or we can, you know, stick to the script
and try to try to make sure that the
original script, which is the original
briefing of the project, matched what we needed to do. So we collected a character. We added the animation, we pulled it into Unreal Engine. We introduced those assets. And then once we had them, we associated the character and animation during the
sequencing process, which was all around filming. So that was an interesting component to do and to achieve. So that was really,
really exciting. Then dabbled in things
like simple fog, the local and the
global height fogs. So again, we could see
what the fog does. It gives that sort of intensity and adds to the ambience
of the entire scene, and, you know, it
adds to the air of mystery and
depth in the scene. So that was really, really cool. So we actually touched on that. We also went ahead and looked at various
lighting aspects. We looked at lighting from CRI, atmospheric light, skylight, various light actors as well. And we saw how the lighting
can change the mood, the emotion, and add
to our storytelling. So we could see how the
light and the ambience of the fog and the post
process volume changes, together, how all of that works together in
order to create a very interesting scene
that we could film. And then came the act
of filming, where we I looked at how the dance of the camera and
the scene worked. We learned the intricate ballet of placing a camera
within a sequence and patiently working our way through from one sequence
to the next sequence, from one transformation location to the next
transformation location. And all of that was very,
very interesting and then how we were able to
string it all together. And we also looked at why multiple cuts are
very important. All of that gives you
a lot of content. So when you do post
production later on, you have a lot of
material to work with. So your editing suit is now
a treasure trove of cuts. That's how I like to say it. So when you've got a
whole lot of carts, you can do a lot of things
with your post production. When you have to go back and do another video or
another sequence, it just tracks away from the
post production process. The post production
process is on its own, a process that can take some
time and it's quite intense. So you have to
think about music, sound effects, and
also the visuals. So you don't want to detract and go back and do another filming. You want to basically do as
much filming as you can. For these type of short films, 10-30 seconds is
probably about right. Goes above 30 seconds, then you got to think about, okay, well, what
am I doing here? Am I doing too much
camera movement? Maybe I should stop
that camera movement. Maybe I should do a
different sequence to add to a different angle. My suggestion is always
keep it under 60 seconds. But usually, a good
place is 10-30 seconds. Keep it nice, short and sweet. Um, so this course
may have concluded, but our journey has just begun. The virtual worlds are awaiting
our touches and visions. So, guys, thank you for participating in this
course. It was a thrill. I really hope that
you were able to achieve an amazing project
by the end of this. And I really hope
you can send me a link and show me
what you've done and how you've achieved all those little miracles along the way and what the
end product looks like. So once again, thank you very
much and bye for now. Bye.
22. Sample - Film Final Cut: Covered entry Log 2017
Sergeant Ricky Stenoski. In the dense underbrush of
a war torn foreign jungle, the silence of the
night was occasionally shattered by the distant
thuds of artillery. It's not the bombs
that worry me. There is something else. There is something different. The air was heavy thick and wet. Our covered hope
had gone sideways, and now I found myself alone. I will put it forward,
just not sure if it.