通过虚幻引擎中的电影技术进入实时电影制作的世界。
这是一个实践工作坊,旨在帮助您的故事从概念到最终渲染。本课程由著名艺术家 Calvin Romeyn 授课,浓缩了他两年来创作短片《固件》期间积累的技能。
无论您是电影制作人、动画师还是游戏创作者,本研讨会都将教您如何充分利用虚幻引擎的强大功能来规划和执行电影镜头。Romeyn 曾是 ILM 的首席合成师,也是 Niche VFX 的联合创始人,她将丰富的行业知识和电影叙事经验融入到每节课中。
获得灵感。学习流程。在虚幻引擎中创作你自己的短片。

隆重推出我们的新课程“虚幻引擎中的过场动画”,由经验丰富的艺术家 Calvin Romeyn 授课。在本课程中,您将学习 Romeyn 在创作短片《固件》两年间磨练的技能。课程结束后,您将能够使用虚幻引擎制作自己的短片。
卡尔文·罗梅恩 (Calvin Romeyn) 是一位充满激情的故事讲述者,擅长运用复杂的技术工具创作故事。他擅长创作运用尖端视觉特效的电影。罗梅恩于 2013 年在 Image Engine 开启职业生涯,之后加入工业光魔 (ILM),并在那里担任了五年的首席合成师。
如今,他与几位合伙人共同经营一家名为 Niche VFX 的工作室。
第一周
项目概念与研发
我们将介绍的内容:
• 挑选参考资料、收集和组织资产、项目架构、工作流程
第二周
自定义元人类蓝图
我们将介绍的内容:
• 服装、面部扫描和纹理改进
第三周
环境阻塞
我们将介绍的内容:
• 在基础环境中进行虚拟位置侦察
• 创建临时设置以可视化动作捕捉舞台上的每个位置
第四周
规划动作捕捉拍摄
我们将介绍的内容:
• 镜头列表、摄像机位置、演员走位等
第五周
准备动作捕捉数据
我们将介绍的内容:
• 提取并组织 Mocap 和 Pcap 数据以供编辑
• 重新定位到骨架
• 同步音频、面部和身体数据
• 使用 Metahuman Animator 解决面部表情问题
第六周
编辑和阻止
我们将介绍的内容:
• 选择动画镜头、设置镜头、临时摄像机
•使用 UE 编辑装配体
Duration 7h 46m Project Files Included MP4
Title: Double Jump Academy – Cinematics In Unreal Engine
Info:
Step into the world of real-time filmmaking with Cinematics in Unreal Engine.
A hands-on workshop designed to take your story from concept to final render. Taught by acclaimed artist Calvin Romeyn, this course distills the skills he developed over two years while creating his short film Firmware.
Whether you’re a filmmaker, animator, or game creator, this workshop will teach you how to plan and execute cinematic shots using the full power of Unreal Engine. Romeyn, a former lead compositor at ILM and co-founder of Niche VFX, brings a wealth of industry knowledge and cinematic storytelling expertise to every lesson.
Get inspired. Learn the pipeline. Create your own short film in Unreal.
Introducing our new course, “Cinematics In Unreal Engine,” instructed by the accomplished artist, Calvin Romeyn. During this course, you will gain the skills Romeyn honed over a two-year period while creating his short film: “Firmware”. By the end of the course, you’ll be equipped to make your own short films in Unreal Engine.
Calvin Romeyn is a passionate storyteller who thrives on the challenges of complex technical tools in crafting his narratives. He specializes in creating films that feature cutting-edge VFX. Romeyn began his career at Image Engine in 2013 and later moved to ILM, where he spent five years as a lead compositor.
Today, he co-runs a studio called Niche VFX alongside a few partners.
WEEK 1
Project Concept and R&D
What we will cover:
• Picking references, collecting and organizing assets, project schema, workflows
WEEK 2
Custom Meta Humans Blueprint
What we will cover:
• Costumes, face scan and texture improvements
WEEK 3
Environment Blocking
What we will cover:
• Virtual location scouting in a basic environment
• Creating temp sets for visualising each location on the mocap stage
WEEK 4
Planning a Mocap Shoot
What we will cover:
• Shot list, camera placement, actor blocking, etc
WEEK 5
Prepping Mocap Data
What we will cover:
• Ingesting and organizing Mocap and Pcap data for editing
• Retargeting to skeletons
• Syncing audio, face, and body data
• Using Metahuman Animator to solve facial performance
WEEK 6
Editing and Blocking
What we will cover:
• Choosing animation takes, setting up shots, temp cameras
•Assembly edit using UE
原创文章,作者:steven,如若转载,请注明出处:https://rr3d.cn/55069.html