Category: Unreal engine
Week 10:The Final Project–Pilgrim
This week, I imported the animated cache created in Maya into Unreal Engine and made some adjustments to the lighting and atmosphere for each shot. I have basically completed the production of this project and may add some background music later. Looking back at the process, Unreal Engine is very powerful. I primarily created biological models, rigged them, applied materials, and created animations. For the scene part, I mainly used assets to adjust the atmospheric feel of the scene.
Week 9:Unreal rendering
Today we learnd about the use of Movie Render Queue.







Week8:PostProcessing
This week, I continued to advance my project by refining the characters in my scene, unwrapping the UVs, and applying textures. After that, I performed the binding and weight painting.





Week 7:Lighting
Directional Light
Simulates sunlight or other distant light sources, emitting parallel light rays. Suitable for outdoor scenes.
Can influence the entire scene and allows for shadow settings and light color adjustments. Light intensity and color can be changed according to time to simulate day-night cycles.
Point Light
Emits light in all directions from a point, similar to a bulb or torch. Light intensity decreases with distance.
Commonly used for indoor or localized lighting. Supports shadow casting and color settings.


Week 6:Control Rig
The skeletal system consists of multiple bones, with each bone representing a joint or limb part. The bones are arranged in a hierarchical structure, where parent-child relationships determine the synchronization of movement and deformation.




Week 5:Shattering Effect
This week we mainly learned about the shattering effect.

First, when creating the shattering effect, we can use remesh to increase the polygon count of the model.



Next, we use the shatter command, followed by the Generate Polygroup command, and then we use the Select Tris command.


Finally, we separate the shattered faces and convert them into a mesh.
Week 4:Material
Today we learned how to add texture maps to the material sphere

We can drag the material textures from the fab, which include three maps: the color map, the ORDP map, and the normal map.

The TexCoord node can modify the UV scaling.

By adding a parameter node, we can convert it into a smart parameter for easier modification.

Using the blend material node can help me mix materials.
Week 3:Virtual Production Sequencer
The Virtual Production Sequencer in Unreal Engine is a powerful tool designed for creating, editing, and managing animation sequences in real-time environments, particularly for film, television, and virtual production projects.
It features an intuitive timeline interface that allows users to synchronize and manage multiple elements, such as character animations, camera movements, and effects, with precision.

