Which software and techniques would you use to create this (first 02:16)

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  02 February 2018
Which software and techniques would you use to create this (first 02:16)

The video in question is this.

Can someone give a rundown of all the techniques used in that cinematic? And with what software?

Last edited by Armantium : 02 February 2018 at 07:34 PM.
 
  02 February 2018
Are you talking about the text animation in the beginning, or the 3D battlefield scene right after it?

The battlefield scene is just textured 3D models rendered with volumetric smoke puffs and a camera moving through the whole thing really. Pretty much any major 3D soft can do that.

The frozen-in-time blood seen here and there may be from a fluid simulation, or particles with a fluid meshing function.

Some 3D stuff may have been rendered as a 2D image layer with transparency and then thrown into the render engine or compositing software at different positions in 3D space.

The moving fireball/explosion stuff is fluids simulation with an emissive/glowing material that again can be done in many 3D softwares.

There is a lot of color grading or color correction going on in various parts. That can be done in software like DaVinci Resolve.

There's nothing hugely complicated happening in this scene. Lots of software can do this. The biggest effort would be modeling and texturing all the 3D characters.

The text animation on the other hand would have been done in something like Combustion (a software that is no longer used) that can apply filter effects to animated vector graphics and vector text.

I don't know what you'd use today - maybe After Effects or BlackMagic Fusion 9 with various plugins that can manipulate text or imported vector graphics. The black stuff in the background looks like a looping particle animation of some sort.
 
  02 February 2018
Thanks for that comprehensive and useful breakdown.

Would all of that be possible to do in Matinee, which is integrated into Unreal Engine 4?
 
  02 February 2018
There are a number of things game engines like UnrealEngine cannot currently do:

- 3D modeling and texturing of the 3D characters needs to be done in a proper 3D software. Game engines do not provide this functionality.

- Game engines also cannot render volumetrics of this quality (the smoke puffs that are in the animation) at this quality level in realtime

- Some of the fire effects you see are also virtually impossible in game engines - these are simulated in a proper 3D software using fluids simulation and take a while to render.

- I doubt that a game engine would be able to render this many detailed 3D models at once. Unless you render 2D image cutouts of the models first and use those. This would mean that you can show those characters from only one angle.

- I am not aware of any game engine that can do the kind of text animations effects you see in the beginning of the video.

The video you posted was probably done in 6 - 7 different professional 3D and video softwares, and NOT rendered in a game engine at all.

UnrealEngine is designed to take content - 3D models, objects, animations - made in various 3D softwares and put them together into a game or interactive context.

It is not a 3D content creation or CG rendering tool. For that, you need a 3D software like Blender, 3DMax, Maya, Cinema4D or Modo.

So no, Unreal/Matinee does not have the necessary tools to create every aspect of the video you see.

You cannot do what is shown here without using a proper 3D software like Blender, Max, Maya, Cinema4D, Modo or LightWave.
 
  02 February 2018
Oh no. Of course that you would have to do all the assets in 3D software, just that the final compilation of those assets could be done in Matinee?
 
  02 February 2018
Not from my understanding of Matinee for 3d game asset animation and compilation only.

Your reference are all pre-rendered as (2d) render layers and composited together in a comp program.
Studios like Blur specialize in just doing that all with their own hires assets (not the game assets at all) end-to-end.
Its an entire pipeline for pre-rendered Cinematics exclusively.

BTW even the smoke is fluid sims. Particle driven smoke is really only common in games today.
Even with a volumetric particle shader the result is more laborious to get looking 'good' than a simple smoke fluid sim is.
Been true for the last 15 years or so.

Last edited by circusboy : 02 February 2018 at 06:11 PM.
 
  02 February 2018
Originally Posted by Armantium: Oh no. Of course that you would have to do all the assets in 3D software, just that the final compilation of those assets could be done in Matinee?


You could do something similar using a game engine.

However, things like the volumetrics - the smoke - and the fire effects won't come out right at all.

What you are looking at is done in a compositing software, not a game engine.

When you see this in a game, 9 times out of 10 it is a video playing, not the game engine rendering anything in realtime. The game engine only kicks in when the video has finished playing.
 
  02 February 2018
Quote: It is not a 3D content creation or CG rendering tool. For that, you need a 3D software like Blender, 3DMax, Maya, Cinema4D or Modo.


Careful with that one, it is starting to become popular with architects who use the unreal engine for their final rendered output of animations. Naturally there are limitations and the quality isn't as good, but when you have a choice of 20 minutes rendering per frame or a few seconds...
__________________
Matthew O'Neill
www.3dfluff.com
 
  02 February 2018
Originally Posted by imashination: Careful with that one, it is starting to become popular with architects who use the unreal engine for their final rendered output of animations. Naturally there are limitations and the quality isn't as good, but when you have a choice of 20 minutes rendering per frame or a few seconds...
OT though. Architects are not doing pre-rendered game cinematics with lots of smoke and fire via nicely rendered fluid sims which is a major part of the OP's reference but are not being rendered in a game engine yet.

Last edited by circusboy : 02 February 2018 at 04:35 PM.
 
  02 February 2018
Originally Posted by imashination: Careful with that one, it is starting to become popular with architects who use the unreal engine for their final rendered output of animations. Naturally there are limitations and the quality isn't as good, but when you have a choice of 20 minutes rendering per frame or a few seconds...


I am not talking about rendering. UE is fine for that. I am talking about things like 3D modeling, texturing and so forth.

The OP appeared to ask whether everything seen in his video reference can be created in UE.

Right now, it can't. Not without a major 3D app attached to UE.
 
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