Hello everyone,
We started a Unreal Engine 4 cinematic project for one of our school-courses (IGAD NHTV). We have spend enough time on it by now to be able to show you what we are aiming for. By now we have a initial block-out of our shots, concept art for all models, most of the high poly models are finished, and we have some test environments/lighting.
The reason we are sharing this project is because we hope to get some feedback from you. From now on most of the planning is far done/ done, and we will start the final scenes, animations, models, and textures. All team-members will be posting/showing their progress along the way. Every bit of feedback will be very much appreciated.
This is our animatic at the moment. We will still have to tweak the end. Right now it is just showing our rough idea, we still need to implement proper timing and camera work.
[ame=""]www.youtube.com/watch?v=U1blXT4205o[/ame]
Please let us know what you guys think of it.
Replies
Here is some of our progress on the terrain thus far. Some concept art, renders and a video.
UE4 Rock/Terrain tool testing. Vertex paint not yet implemented. We will still have to create some more hero rocks, and adjust lighting etc. to push it some more towards the concept art.
And the video:
[ame=""]www.youtube.com/watch?v=guD8YfKDuYg[/ame]
However on shot 19, the low angle kinda destroys the tension for me, something high angle would make the character seem more vulnerable in that moment. Perhaps a one point behind the char, with the enemy rising upwards, or the camera tilting to create some relative motion?
Shot 16 feels rather dull in comparison to your other shots, to me at least, and its because its a very video game-ey shot. Unless you are purposely doing it, I recommend doing a closer shot from a different angle to make it feel more dynamic.
Trying to get the lighting and effects more towards the concept. This image has some photoshop adjustment layers on it which I should be able to get through LUT's in Unreal 4. This is purely a lighting and FX test.
We also still need a custom Cloud texture for the skydome.
I have noticed that this set-up has an extreme effect on metal shaders as you can see on the drone model, which may become a problem with the character once textured and imported.
2nd angle, Testing how it looks without the sun shining into the camera.
It definitely creates some value issues and makes it a bit harder to read.
Some WIP screenshots of the current state of our environments , we haven't worked on lighting yet.
Drone modelled after a concept by Sander Verhoeven
we created some additional renders for the project portfolio I thought I'd might as well share them here. Character model has been created by Mathijs Kapteijn
For more images: www.mathijskapteijn.com or www.felixvdberg.com
What do you guys think?