Unreal Engine

For the Unreal Engine classes, I did not produce detailed weekly documentation, as the sessions were mainly focused on listening, observing workflows, and understanding concepts during class, followed by applying them independently at home in the “Cabin in the woods” project. Despite this, I have a clear overview of the tools and techniques covered throughout the semester, all of which were later applied in practice.

The main topics covered included:

  • Unreal Engine introduction and general workflow
  • Asset gathering and basic modelling pipelines
  • Material creation and material instances
  • Landscape tools and terrain sculpting
  • Water systems and foliage placement
  • Camera setup and Post Process Volumes (PPV)
  • Lighting workflows and scene optimisation
  • Sequencer for cinematic shots
  • Rendering using Movie Render Queue (MRQ)

These techniques were first applied during the Cabin in the Woods project and later developed further within my unit assignment. For the final unit project, Unreal Engine became my primary tool, particularly for environment creation, lighting, camera work, and rendering the final sequence.

Below are a small selection of images captured during a few of the classes:

These are some screen captures from class creating basic material nodes:

In this class we learned about cameras and the level sequencer

These are some renders I created at home by implementing the workflows we learned in class:

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