
CG Modelling, Character Animation and Unreal
CG Modelling, Character Animation and Unreal
2022
This project was my journey to improve my skills in CG Modelling and Character Animation. It originally started off purely as just CG Modelling and Character animation, but under the recommendation of my CG Technical Instructor, I took this work into Unreal Engine.
Modelling
I modelled two sets; a medieval-like village and a subway station. These are renders screenshots and wireframes of both.
Village
Quick Set Render
Set (Viewport)
House Models with Lamberts ready for texturing (Viewport)
Shelter (Viewport)
Set of planks to place in set (Viewport)
Village Wireframe
Shelter
Planks Wireframe
Subway Station
Quick Set Render
Wireframe of Outside
Middle Platform Wireframe
Outer Platform Wireframe
Staircase Wireframe
Wireframe view down the tracks
XGen
For my village set, I wanted to add some realistic looking grass with XGen. I bought a grass model pack online and tested it out but came to find that it didn’t work well with my scene, so I went with the alternative of creating my foliage in Unreal Engine instead.
XGen Test First Attempt
Second Attempt with more variation
XGen Settings
Texturing
I textured all of the assets for the village scene in Substance Painter. This was one of my first times texturing multiple assets, so it’s a bit rough around the edges. I ended up using Unreal Engine’s Quixel Bridge for the textures in the Subway scene, since I wanted to try it out.
Textured Box
Textured Bucket
Textured Small House
Textured Small House and Shelter within the scene (1)
Textured Small House and Shelter within the scene (2)
Textured Roof Tiles
Textured Houses within the scene
Textured Shelter before rework
Textured Shelter after rework
Unreal Engine
By taking my assets into Unreal Engine, I was able to use it’s real-time lighting and real-time rendering capabilities. For the Village scene I used the foliage editor to create grass and Quixel for the dirt texture. Unreal Engine allowed me to texture the entirety of my Subway scene using Quixel Bridge and create real-time emissive lighting to make a gloomy effect. Both scenes use a volumetric fog asset which I made with help from Unreal Engine tutorials.
Village Unreal Engine 5 Scene
Subway Unreal Engine 5 Scene
Character Animation
I did character animation as a side project for this project, since I wanted to improve on my animation skills a bit. This is the character animation work that I did in the time that I had, since most of it was sunk into learning Unreal Engine 5.