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
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