Hi! I’m happy to share our most recent architecture cinematics created with Unreal Engine. Enjoy and let us know what you think!
Hi there @dbrian.dam,
Hope you’re well and having a great week so far!
This is a truly stunning bit of work. The lighting and use of color is so dreamy and well done. I had to rewatch a few times just to see all the details and pretty colors once again. Beautifully done
Hello, nice to meet you!
Glad to see you enjoyed our animation so much! It’s very nice to hear after all the effort.
Have an awesome weekend!
Love it!
Thank you!!
Hey there @dbrian.dam !
I absolutely love the composition and showcasing that you provide here. With the way that the night transitions into showing us how the light shines through is amazing. I’m particularly fond of the stained glass skylight as it creates such a beautiful array of lights. The transition into the logo was also breathtaking and I love to see such smooth work. It all blended wonderfully together while standing apart from the rest of the video!
How long did this take to make?
Hello, thank you so much for such detailed feedback! I’m very happy you liked our animation.
All in all, it took around 3 weeks (+/- couple of days for minor changes) to produce the animation, from pre-production to post-production.
We recently switched our pipeline to real-time solutions, so we start with initial scene blocking in Twinmotion and export plates to Photoshop for paint overs. I am attaching the storyboards below!
Meanwhile production conforms the geometry in UE and creates propriety solutions that are required for the project (in this case, we had to create a customizable shader for the glass skylights in accordance to reference). Everything else is Quixel assets, with a couple of Marketplace plugins (Ultra Dynamic Sky and Transform Effector).
Then it all comes down to assembling everything in Sequencer using the storyboards as reference.
Lastly we export in linear, color-managed EXRs to post-production in Davinci Resolve. With Lumen and OCIO support this allows us to provide such quality in no time. Coming from offline render pipelines, this is a game changer.
Hey @dbrian.dam ! Thank you so much for responding with such detail.
Thank you for helping me understand the process a little better as I’m not as familiar with Davinci Resolve to such a degree.
For the customizable shader mentioned, was this hard to create from scratch or did you manage to edit a pre-existing shader to fit the scenario a little easier?
Thank you for your interest!
For the crystal shader, we had to create it (mostly) from scratch.
In Photoshop we created a high-res Albedo texture matching the reference, as well as a corresponding Emissive map, to fake light shining through the partially transparent elements of the real-world material (a crystal-like composite made out of recycled materials). For the normal map we managed to find one from a Quixel material that worked well.
I am attaching screenshots of the references and the shader graph!
Hey @dbrian.dam !
Thank you again so much for sharing how you made the shader for the project. It actually helped to shed some light on how I could achieve a similar look on one of my own personal projects! Thank you so much and I hope we can see more awesome works from you in the future!
No problem! Glad the information was of help to you!