Environment Modelling

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<aside> ℹ️ @aanvik you can use the Animation Direction Miro Board to curate the following items:

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What should the designer provide the 3D artist to model the scene?

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 |  |

Real-time Workflow in UE5

<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…).

Other resources

Assets

Unreal Engine Marketplace | Store of UE Assets for Games and 3D Rendering

Metahuman

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Unreal Engine | MetaHuman