Hi everyone,
Just sharing my first UE animation and compositing of a design project I have recently finished. Its far from perfect but I had a great time learning to get this done.
Here are some stills from the animation.
Hi everyone,
Just sharing my first UE animation and compositing of a design project I have recently finished. Its far from perfect but I had a great time learning to get this done.
Here are some stills from the animation.
Greetings @archipelago !
Welcome to the Unreal Engine community!
Congratulations on the completion of your first UE animation! Wow! Who knew that something as simple as the assembly of a chair could be sensual?! This is definitely an Ode to a Chair. I really appreciate the detail and choice of the textures, as well as the natural tones. The lighting is intentional and puts the chair center stage while the viewer gets a voyeuristic peek at what parts culminated and coalesced to become the whole.
What had you learned completing this project that you hadn’t learned before? You mentioned that your project is far from perfect, what would you change?
Thanks for the kind words @Get_DOVAH_it
I would say that definitely the most important thing I learned is the use of reference imagery. I went through lots of different environments and lighting to get to a point where I was “happy”. Actually the reference is a chapel in Notre Dame Cathedral (image below)
I knew that I didn’t want to rebuild it 100% but I loved the feel from it and the environment.
Also, as an Industrial Designer by trade, UE just blows my mind for flexibility and real time compared to offline renderers I’ve used in the past. While I wouldn’t say personally that right now I could create something as realistic as I could in offline renderers but the speed, quality and flexibilty of UE is so good.
I think in terms of improvements, alot of the finesse of the materials on the meshes could be better. I would definitely like to get into a workflow of sorting out the UVs from Fusion360 and get into texturing it properly in Mixer.