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Using Unreal Engine to Create a Star Wars Cinematic

Keywords:

#Game       #Development       #Cinematics

This is an ongoing passion project where I’m teaching myself Unreal Engine with the goal of using it as both a teaching aid for my current research and for insight into game development.

Project Introduction

I’ve always been drawn to visuals and video games, especially anticipating showing my research to those who aren't in my field combined with a love for storytelling through level design in video games. Unreal Engine allows for both of these, creating and designing video games but also a place to create cinematics. How else can I show a person who is not in astronomy how to do a rotation from the angle that the camera Y axis makes with the direction to the sun as projected onto the image plane?

Learning Unreal

The video presented is cinematic inspired by Star Wars that can show the fruits of my labor. However, I'd like to go in more detail regarding the process of learning Unreal Engine and just how much more it is than simply mastering the program.

First, I have to thank shout out BadDecisionsStudios on YouTube for an incredibly detailed tutorial series. You can check them out here

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The first sort of ideas was basic, navigating the layout of unreal engine, where simple objects were like cubes, how to change their size and shortcuts involved like creating stairs, and verticality for level design. Various panels include minute but important details, such as the selection tab, but moving into a modeling tab which works rather similar to those familiar with Fusion. 

Where things begin to get more complicated are dealing with materials because it's not as simple as dragging and dropping a texture on an object. In game and cinematic design, one has to be aware of imperfections, roughness, reflections, patterns but also offset patterns to create a realistic or logical visual; thinking about which way to point your lights, how bright the lights should be and even what size. These are small but incredibly important. Especially with dealing with material creation and piecing parts together with base colors, normal maps, and height maps, websites like textures.com makes this sort of knowledge easy to come across.

The fun comes from importing assets which you can of course create, but there are so many options, especially when dealing with something as popular as Star Wars, assets from SketchFab in .glb or .fbx formats are incredibly fun to play around with.

Uniquely, I found creating cinematics and motion rather intuitive. Many animations for character are greatly availible on websites like Maximo. Animations go hand in hand to time when a footstep should occur, when a door should open, where the camera should be when the door opens or where you focus, how much focus should there be. It can be overwhelming but it's incredibly satisfying.

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Ultimately, I rendered this video using DaVinci Resolve, which just goes to show how many external programs were used to make this 30 second video some to life. I plan on continuing with cinematics more aimed at educating with an emphasis on my research, but with my love of gaming, sooner than later I am going to create my first video game, especially with my increased interest in neural networks and seeing how I can create one to learn to play a game.

 

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