<aside> ℹ️ @aanvik you can use the Animation Direction Miro Board to curate the following items:
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[ ] Top-down layout/floor plan/map: Top-down layouts are schematic drawings or designs for what a 3D environment will look like. It can contain buildings, landscape areas, map boundaries, camera paths, spatial relationships, flow, pacing, or focal points.
Simple top-down layout
[ ] Camera placement: Have a rough plan of where the cameras will be situated in the scene. This can be as simple as an arrow pointing in a certain direction. It will help the artists prioritise set-dressing the scene and allocate time for the right reasons.
[ ] Visual reference (wherever applicable)
[ ] Prop, Asset, and Plugins list: This is a list of 3D assets needed for the environment. These assets may need to be custom created in a 3D modelling software (Maya, C4D, etc…), or may include third-party assets (downloaded/purchased). Assets can be categorised as ‘Environments’, ‘Props’, ‘Characters’, ‘Materials’, and much more.
Since CoMotion is a non-profit production, we can use the Quixel Megascans Library and Sketchfab to build our environments and materials. Designers can browse through the library and link specific assets that can/could be used. An example of an asset list can be:
| **Scene** | **Type** | **Name** | **Custom?** | **Link(s)** |
| --- | --- | --- | --- | --- |
| SC01 | Environment | Pillar | No | [<https://quixel.com/megascans/home?search=pillar&assetId=wjwhafddw>](<https://quixel.com/megascans/home?search=pillar&assetId=wjwhafddw>) |
| SC01 | Prop | Books | No | [<https://sketchfab.com/3d-models/vintage-books-302b305da68f4ecfabaf59b05ab60a9a>](<https://sketchfab.com/3d-models/vintage-books-302b305da68f4ecfabaf59b05ab60a9a>) |
| SC01 | Prop | MOME Logo | Yes | |
<aside> ℹ️ Desmond & Stephen will primarily use Unreal Engine for 3D scenes.
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A real-time workflow in Unreal Engine 5 can be very beneficial in a variety of ways. Rapid prototyping and adjustments can be done on the fly with near-instantaneous results as well as use on an LED volume for live-action production. Artists following this workflow will have to adopt a series of practices such as understanding modularity, UVs & trim sheets, topology, instancing, and real-time post-production.
Real-time work can cross-pollinate with offline rendering, e.g. assets can be made in C4D and then exported for use in Unreal Engine.
**Allar’s UE5 Style Guide:** This is a fantastic guide to how to organize a real-time workflow (e.g. naming conventions, folder structures, etc…).
Unreal Engine Marketplace | Store of UE Assets for Games and 3D Rendering