[CINEMATIC] - First crack at filmmaking in UE4 - "Renegade Hardware"

Hi everyone, I’m new to this community and looking forward to learning a lot from the posts here.

I’m new to UE4 - I actually started learning it during the COVID lockdown using the Epic Games assets. My background is in live-action film and fight scenes, and my interest in UE4 is mostly as a director and cinematographer. Here’s my first crack at a Cinematic:

As I continue to learn, I hope to collaborate with modelers, environmental artists and animators - ideally in short projects that create cool cinematic demonstrations of their work while I continue to explore filmmaking in Unreal Engine.

Looks great you learn fast

Really Cool voltronjones. Loved the shots.

very good work! Now UE is implementing more new features for advanced realism. Very useful even for Cinematic, (I’m coming from the same environment) :slight_smile:

Hey HhappaMJ, please show us some of your work as well. We would love to see. I’m also come from the same environment as voltronjones and you.

Follow some of mine.
https://www.youtube.com/channel/UCh8…eylDIqhGkaBcfg

Very inspiring, thank you!

Thanks for the kind words everyone. I’ve started on my next project - a samurai themed short…but since freelance editing work is picking back up, it will probably be slow going as I find moments to work on it. I’m really enjoying storytelling with UE4.

Very Very Nice good gestion of timeline, continue ^^ GJ

Excellent framing and cuts! Your cinematography background certainly comes through in that montage. The animation isn’t too shabby either :slight_smile:

As a newcomer, definitely inspired…

Great! - Pursuing the same line using UE4

Top juice!

As a filmmaker to wants to learn unreal and is just starting the tutorials thank you for this, very inspiring.

Holy HELL!!! Fist of all congratulations on an amazing piece, and being featured on Epic launcher home page!

Did you animate everything inside unreal?

Also how do you go about storyboarding/whiteboarding something like this?

This is badass!

Really impressive! Am I right in thinking most of the assets are the readily available stuff through Marketplace etc (mostly the freebies)? Incredible stuff putting that together! Definitely gave me some ideas to make my melee combat a bit more exciting…

wait! Did you add more detail to the “Soul:City" model? I remember that the textual resolution was very low,But it feels more real in your film

I like it very much.
Perfect use of ready-made animations.
Bravo.

Thanks!

I did start with 3 advantages: Conceptually I was already familiar with key-framing and virtual cameras because I’m an editor. I also help develop live-action fight scenes. And I’m versed in cinematography.

But TBH, the secret behind my initial shorts coming out pretty is…I didn’t plan them out.
Usually, planning is so important. Especially for collaborating.
But since I’m learning, I sorted out the action of this short film as I went along, shot by shot.

I started with good-looking assets from the Marketplace (which happened to be free). The Paragon characters came with a bunch of animations. I found an attractive angle of the city and had the idea for a character on a beam in the foreground. That was the only idea I had in the beginning.

So I moved a beam into place. And put Phase on it. Then I cycled through her animations and settled on her running along the beam. It became obvious she would need to stop or jump. So I figured out the jumping concept and duplicated a bunch of neon signs to be the scenery for her plummet.

There were a few landing animations available and the one I liked most - where she kind of stumbles to a stop - I realized there was a moment that could be interpreted as her encountering danger, if I cut off the animation early.

I knew I wanted conflict with an antagonist, so it was a good moment to put in a baddie. I looked at a bunch of Paragon characters and settled on Crunch, but I changed the materials on his body to my liking. And I scaled him up. For the initial encounter, I once again cycled through animations, but this time I needed moves for two characters that played together. I knew Phase had to be more agile than the hulking robot, so I found animations that kind of looked like dodges. They weren’t actual dodges, but by messing with the animation timing and her location, I could sell them as dodges. When she jumped in the air…at first I thought ’ this is where the balance of power will flip.’

But then I had the idea for her to be punched through the air into a neon sign. All the other details - like the first sign she chips off, and the signs that fall later - that stuff was figured out in the moment. The first sign she hit was just in the way of her path to the main sign, so I decided ’ let me see if I can sell this chip (bouncing off the edge of something)’ instead of moving the first sign out of the way.

And that’s basically how everything went. I looked at the map and figured out cool backdrops for the action, then figured out the animation, then figured out cool camera movements. Based on camera angle I did the lighting.

By using what I considered to be the best available assets and animations at every turn, I was able to create a pretty slick project, because I was leaning on the valuable creative work done by experts. I was just combining it all together in a unique way, incorporating my background as a fight scene guy. Then applying my strengths in camera work, and doing lighting (which I’m not an expert in but I understand the basic concepts of lighting for film).

However, as this short took shape, I realized I’d need some other animations that weren’t included with the characters in order to bring the story home. So I had to learn skeleton re-targeting so I could use third party animations, and I also learned to do some custom animation by hand (Phase writhing on the ground after falling).

The re-targeting was actually the hardest thing for me to learn, harder than doing original animation. Because re-targeting simply has no equivalent to live-action filmmaking. Everything else had an equivalent to directing or editing or DP’ing. But re-targeting was new, alien, and confusing to me.

Other things that have been difficult for me to learn include socketing a hat or weapon on a character. It’s just not relatable to live-action filmmaking. Also, obviously if hair physics was an option, I didn’t know how to turn them on. I’m still learning so much.

You asked about storyboards. Initially I got into UE4 just to use it for rough previz storyboards. This short films wasn’t planned out - instead, I approached it more like previz, figuring it out shot by shot. Maybe I can call this approach “action stream of consciousness.” Eric Jacobus - a great stunt guy, mocap artist and filmmaker - suggested I learn UE4. All I have to use is a 2015 iMac, so I figured I could only do minimal things with the engine like storyboarding. Although I desperately want a big powerful PC with RTX for Unreal, I’ve still been pretty impressed with the amount I’ve been able to do on this old iMac.

Thanks! I really want to put together a series of tutorials on creating and filming fights scenes, based in Unreal. And covering topics like selling hits and exchanges, lens selection, camera movements, shot sizes, editing, etc… Basically concepts and techniques from my background working on fight scenes.