I haven't personally however my business partner has mentioned it recently and we have added it to the 'list of things' to check out. I'm not too sure where you are located but here in Dallas, Tx we recently had a convention called Industry Giants and one of the vendors spoke highly of it as well. Have you had a chance to check it out?
I have. I've started to use it heavily for my pre-vis and also using face swap to create more realistic faces that can match the actors. I use this along with Iclone and Character Creator.
It's safe to say that most animation houses have Unreal as a pipeline tool these days. And for live action it is a staple in the VFX arsenal particularly with mo-cap and virtual sets
Yes, I've seen some very interesting live action being recorded with an unreal engine background being projected on a screen behind them. Playing it in realtime seems so much easier for some of the actors to be able to accurately act to the surroundings instead of what used to be standardly done with tape markers to know where to stand for the green screen.
Personally I've used Reallusion Cartoon Animator for a bunch of my 2d work, but I hadn't used the iclone before. Is it easier to use that to create actor fillins or motion capture targets than the Metahuman Designer that Unreal Engine has?
Cyrus, I've been using it indirectly, in having other people create what I want. Right now I use a laptop for most things and the video card is not sufficient to run Unreal Engine by itself. I'm planning on using a cloud base virtual PC for working, but I'm not yet at the point of decision.
if you simply go to unreal's website they have a tremendous case study guide for animation. Broadly speaking, it takes the lengthy linear pipeline and layers it so that films can be lit, animated, scene planned and rendered in real time. The character assets are most often imported into the engine -- each production creates their own process based on style, money and needs.
Neal Levin Whenever you get your laptop, I'd like to know how you like using Unreal Engine. This thread encouraged me to download, so I'll be able to give more feedback in the upcoming weeks.
1 person likes this
I haven't personally however my business partner has mentioned it recently and we have added it to the 'list of things' to check out. I'm not too sure where you are located but here in Dallas, Tx we recently had a convention called Industry Giants and one of the vendors spoke highly of it as well. Have you had a chance to check it out?
1 person likes this
I have. I've started to use it heavily for my pre-vis and also using face swap to create more realistic faces that can match the actors. I use this along with Iclone and Character Creator.
1 person likes this
It's safe to say that most animation houses have Unreal as a pipeline tool these days. And for live action it is a staple in the VFX arsenal particularly with mo-cap and virtual sets
2 people like this
Yes, I've seen some very interesting live action being recorded with an unreal engine background being projected on a screen behind them. Playing it in realtime seems so much easier for some of the actors to be able to accurately act to the surroundings instead of what used to be standardly done with tape markers to know where to stand for the green screen.
2 people like this
Personally I've used Reallusion Cartoon Animator for a bunch of my 2d work, but I hadn't used the iclone before. Is it easier to use that to create actor fillins or motion capture targets than the Metahuman Designer that Unreal Engine has?
2 people like this
Cyrus, I've been using it indirectly, in having other people create what I want. Right now I use a laptop for most things and the video card is not sufficient to run Unreal Engine by itself. I'm planning on using a cloud base virtual PC for working, but I'm not yet at the point of decision.
1 person likes this
if you simply go to unreal's website they have a tremendous case study guide for animation. Broadly speaking, it takes the lengthy linear pipeline and layers it so that films can be lit, animated, scene planned and rendered in real time. The character assets are most often imported into the engine -- each production creates their own process based on style, money and needs.
https://www.unrealengine.com/es-ES/events/future-of-animation
1 person likes this
Neal Levin Whenever you get your laptop, I'd like to know how you like using Unreal Engine. This thread encouraged me to download, so I'll be able to give more feedback in the upcoming weeks.
Hi Neal, I am working on a path way to unreal for photo realistic images into 3D rigged models via Blender.