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How I Made This Shot in Unreal Engine 5

How I Made This Shot in Unreal Engine 5

William Faucher

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[00:00]

in a video I made a few months ago I 3D

[00:02]

scanned My Old Reliable ax and I made

[00:04]

these three shots in Unreal Engine 5.

[00:07]

now a lot of you asked me to make a

[00:09]

video about how these shots were made so

[00:12]

here it is I'll show you my workflow and

[00:14]

process from start to finish from the 3D

[00:17]

scanning part to mesh cleanup and

[00:19]

texturing to fleshing out the

[00:20]

environment in Unreal Engine 5 lighting

[00:23]

rendering and color grading as always

[00:25]

now full disclosure this video is

[00:28]

sponsored by capturing reality and I use

[00:30]

reality capture to scan this ax I have

[00:32]

many tutorials on 3D scanning but this

[00:35]

time around the process was a little bit

[00:38]

different reason being the act itself

[00:41]

has many different material types a

[00:43]

well-aged wooden shaft high carbon steel

[00:45]

a leather sheath with brat rivets so I

[00:48]

wanted to make a high quality asset that

[00:50]

rendered cleanly in Unreal Engine

[00:52]

because I knew this was going to be a

[00:55]

close-up shot and when you're doing a

[00:57]

hero shot like this the 3D models need

[00:59]

to hold up to a whole lot more scrutiny

[01:01]

so step one scanning the ax itself with

[01:05]

the help of photogrammetry

[01:07]

to make my life a whole lot easier to

[01:10]

not have to you know move the camera

[01:12]

around so much I mounted the ax on the

[01:15]

ceiling with a rotatable arm that way

[01:17]

the camera can stay fixed on a tripod

[01:19]

and all I need to do is spin the ax at

[01:22]

five degree increments and taking photos

[01:24]

from every angle the chonker camera rig

[01:28]

you see here is a cross polarized setup

[01:30]

the purpose of this Flash and filter is

[01:32]

to cut out all Reflections on an object

[01:35]

giving you a very matte look which is

[01:38]

ideal for photogrammetry because you

[01:40]

need consistency between photos and when

[01:43]

you have reflection node Reflections

[01:45]

shift and change based on view angle

[01:47]

right which is no bueno once a loop is

[01:51]

done I lowered the camera and shot

[01:53]

another loop until all angles of the ACT

[01:56]

were shot with the photo taken I hopped

[01:59]

into reality capture aligned the cameras

[02:01]

as you'll see here we get a point Cloud

[02:03]

preview of what the ACT would look like

[02:05]

and generated a 3D model based on those

[02:09]

photos

[02:10]

now I did run into one issue and that's

[02:13]

the shininess of the edge of the blade

[02:15]

itself looking closely here even with a

[02:17]

cross polarized setup it's really hard

[02:20]

to remove Reflections on some near

[02:22]

chrome-like metal

[02:24]

and on top of that there is just not

[02:26]

much in the way of feature point it's

[02:28]

too smooth too polished to mirror-like

[02:30]

you'll see that the result is not great

[02:32]

that polished metal needs to scan in

[02:35]

this area will not turn out well unless

[02:37]

I use this stuff a sub scanning spray

[02:40]

which is kind of magical and what it

[02:44]

does is it covers a surface with texture

[02:46]

allowing you to scan your object and get

[02:48]

better cleaner result but the best part

[02:51]

is it just Fades away over time on its

[02:55]

own there's no need to clean it off it

[02:57]

it kind of blows my mind so that allowed

[03:00]

me to get a much cleaner scan to work

[03:01]

with now it's still not perfect I

[03:03]

brought it into zbrush for polishing and

[03:05]

read apology

[03:07]

for adult unaware re-topology is the

[03:09]

process of cleaning up your mesh going

[03:11]

from this kind of wireframe to this to

[03:14]

get a cleaner topology again you can see

[03:17]

that entire workflow in this video right

[03:20]

here link below so I don't bore you with

[03:22]

the details now I actually repeated this

[03:25]

whole process twice one version with the

[03:28]

letter sheet and one without

[03:30]

then using a Boolean operation zbrush I

[03:33]

was able to get a proper separate piece

[03:35]

of geometry for the sheet itself giving

[03:37]

me clean overhangs and a slightly more

[03:40]

realistic look it's really nice to have

[03:42]

granular control over a separate piece

[03:44]

of the Geo like that now bringing the

[03:46]

polished model back into reality capture

[03:48]

then I generated the textures from the

[03:52]

photo taken which we get for free as

[03:54]

part of the photogrammetry process that

[03:56]

provides a good foundation to work from

[03:58]

but

[04:00]

really only the base color that we get

[04:02]

the Albedo map I needed to bring this

[04:05]

texture into substance painter because

[04:06]

we need to ensure proper physically

[04:09]

based material definition between the

[04:12]

various types of surfaces wood Steel

[04:16]

leather and Brass like I said the base

[04:19]

color and normal matte texture we get

[04:21]

out of reality capture is fantastic

[04:23]

working painter however just allows us

[04:25]

to push this even further with our model

[04:28]

exported our textured exported out of

[04:30]

Southern painter

[04:31]

Now's the Time to jump into Unreal

[04:34]

Engine 5. with unreal open the first

[04:36]

thing I love to do is to set up a basic

[04:39]

daylight system using the environment

[04:40]

light mixer and in just a few clicks

[04:42]

we've got a fully Dynamic sky and clouds

[04:46]

totally free which helps us see what

[04:48]

we're doing I like doing it because I

[04:50]

don't like working in a black void so

[04:53]

having a decent lighting setup to work

[04:55]

with is a good starting point now after

[04:57]

that

[04:58]

first step in creating any shot is

[05:02]

establishing the composition the framing

[05:05]

setting up the camera early on really

[05:07]

this should be roughly one of the first

[05:10]

things you do place your subject in the

[05:12]

frame place a camera and get that

[05:15]

composition nailed down before you start

[05:18]

spending any time fleshing out your Heen

[05:21]

you want to start working on only the

[05:24]

things the camera will see there's no

[05:26]

point in spending hours making a

[05:28]

beautiful level only to realize that

[05:30]

most of your hard work isn't even going

[05:32]

to be in the frame

[05:34]

you get the point then I just move my

[05:36]

directional light in the rough Direction

[05:37]

I want it to come from to establish the

[05:39]

initial lighting pass

[05:41]

but because my end goal here is to

[05:44]

render a top quality no exceptions kind

[05:47]

of image I went with unreal path Tracer

[05:50]

which is simply put a no BS Brute Force

[05:54]

approach to rendering the path Trader

[05:56]

sacrifices all performance and throws it

[06:00]

out the window for the sake of Maximum

[06:01]

quality and that's what I wanted for

[06:03]

this shot

[06:04]

now when I'm working and moving assets

[06:06]

around I do turn the path Tracer off but

[06:09]

when I'm testing things out and getting

[06:10]

a feel for the lighting that is when I

[06:12]

switch it on I've made a tutorial on the

[06:14]

patches are here which was in ue4 but

[06:16]

I'll be making an updated one soon so be

[06:18]

sure to subscribe so you don't miss that

[06:20]

when it comes to detailing a level

[06:24]

this is going to sound silly

[06:26]

but a lot of it boils down to opening up

[06:28]

the Crystal Bridge finding the assets

[06:30]

you need and adding them to your project

[06:32]

I'd like to spend a good half hour or so

[06:35]

building a good library before doing

[06:37]

anything and from there kit bash away My

[06:42]

Philosophy is to start with the big

[06:43]

shapes like establishing the ground

[06:45]

larger rocks and trees plant there's no

[06:49]

need to dive into the details yet that

[06:51]

comes later don't get bogged down into

[06:53]

the details too early now because I'm

[06:56]

using the patch Tracer I can't make use

[06:59]

of nanite which is unreal's way of

[07:01]

handling literal billions of polygons on

[07:04]

screen at once because nanite isn't

[07:06]

quite real geometry so to speak it's

[07:09]

what we call virtualized geometry and

[07:11]

that is not supported by the patch razor

[07:13]

at least not now

[07:15]

so as crazy as it seems when I'm using

[07:17]

Unreal Engine 5. I needed to go disable

[07:19]

nanite all the objects on the models I

[07:22]

wanted to use in the shot just be

[07:25]

careful because that can put a lot of

[07:27]

strain on your graphics card now with

[07:29]

this wide open patch of ground it's

[07:31]

still really not feeling like a forest

[07:33]

right

[07:34]

from there it's just a matter of adding

[07:36]

relatively larger scale foliage bushes

[07:39]

Shadows cast by larger trees that make

[07:41]

it feel like a forest floor because this

[07:43]

is a pretty close up there is no need to

[07:46]

bring in actual large trees I just

[07:48]

scaled up these bushes here so they cast

[07:50]

shadowed on the ax area all we need our

[07:54]

thermody busy pattern Shadows a kind of

[07:57]

filtered light look right from there it

[07:59]

is a process of experimentation moving

[08:02]

the sunlight around trying to find an

[08:03]

angle that looks nice and adjusting the

[08:06]

tree Shadow casters accordingly it's

[08:08]

definitely a bit of trial and error here

[08:10]

now this next part is kind of all part

[08:13]

of the magic sauce

[08:15]

so far you might think I'm really

[08:17]

oversimplifying things but this whole

[08:19]

process is the easy part find reference

[08:23]

go outside pay attention to detail

[08:26]

notice the little things notice how to

[08:28]

graph grow between rocks notice the

[08:30]

difference in the frequency of detail

[08:32]

small high frequency details and larger

[08:36]

lower frequency details

[08:38]

make sure your rocks are not all the

[08:40]

same scale

[08:42]

you want variation but variation in a

[08:44]

way that

[08:46]

makes sense I see students of mine

[08:48]

painting rocks everywhere with the

[08:50]

foliage tool they go nut with scale

[08:51]

variation but it's never going to look

[08:54]

good this way because the randomness is

[08:57]

too even too consistent again look at

[09:00]

referent and notice patterns and how

[09:02]

Pebbles and sand and mud blend together

[09:05]

it's really going to open your eyes as

[09:08]

to how things look and feel natural

[09:11]

reference is key do not try to make

[09:14]

things from memory your brain will lie

[09:16]

to you and your Arc will suffer as a

[09:18]

result let me explain to you why I'm

[09:20]

talking about this take this large Rocky

[09:23]

pebbly Mega scans model for example you

[09:26]

don't need to use this at a one-to-one

[09:28]

scale a little trick or a hacker call it

[09:30]

whatever you want that I like to use all

[09:32]

the time is to take this bad boy and

[09:34]

scale it way down and duplicate it

[09:37]

across the ground like this then rotate

[09:39]

it to break up the repeating tiling

[09:40]

pattern

[09:42]

and boom we have a sand like ground no

[09:45]

landscape mesh no complex blending

[09:47]

material no displacement thanks to the

[09:49]

Past tracer

[09:51]

you just know it's going to look good

[09:53]

that is the kind of detail that is much

[09:56]

trickier to nail down with Lumen and

[09:58]

nanite because nanite doesn't really

[10:00]

render polygons that are smaller than a

[10:02]

pixel and you miss out on that sub pixel

[10:04]

detail that is why I often opt for path

[10:07]

raising take this comparison of the

[10:09]

exact same scene one rendered with the

[10:11]

patch Tracer and another with Lumen and

[10:12]

nanite the different in Shadow and

[10:15]

Global elimination detail is day and

[10:18]

night

[10:19]

no pun intended hey so future will here

[10:21]

I just want to take a moment to say that

[10:23]

I am not hating on Lumen here this

[10:26]

comparison is a testament to how good

[10:29]

Lumen has become but at a beacon fee

[10:31]

path racing is King when it comes to Max

[10:34]

quality lastly it's all about the

[10:37]

attention to detail the final touches

[10:39]

adding leaves and twigs and very small

[10:43]

details that make a complete world of

[10:45]

different when it comes to that last

[10:47]

little five percent this is the part

[10:49]

that people often Overlook or just don't

[10:52]

push hard enough or just don't have the

[10:54]

eye to notice these things

[10:56]

here's a quick before and after it's a

[10:59]

subtle change but it really ties the

[11:01]

whole piece together you can also use

[11:03]

the details to hide imperfections it's

[11:05]

kind of a win-win with that done before

[11:08]

rendering I decided to have a little bit

[11:10]

of fun just to try some different times

[11:12]

of day I went for an overcast feel and a

[11:15]

nighttime shot really this is purely

[11:17]

creative work having fun with the

[11:19]

various lighting tools and unreal I

[11:21]

recommend watching my dedicated lighting

[11:23]

tutorial right here to learn the basics

[11:25]

as there are a hundred ways to light a

[11:28]

shot and all of them are valid you just

[11:30]

need to know what you're going for and a

[11:32]

tool available to you for the overcast

[11:34]

day I simply use a skylight with an hdri

[11:37]

found on hdri Haven and for the

[11:39]

nighttime shot it's really just the

[11:41]

bluish directional light and I added a

[11:42]

point light to simulate campfire with

[11:45]

our shots done now we move on to the

[11:46]

rendering and color grading phase so I'm

[11:48]

going to be rendering these out at Max

[11:50]

quality using the movie render queue

[11:53]

here we can determine the resolution we

[11:55]

want the console variables we want and

[11:58]

the anti-aliasing or sampling settings

[12:00]

in the post profit volume under the path

[12:02]

rating tab I'm going to disable the

[12:04]

denoiser because I will denoise myself

[12:07]

in DaVinci Resolve but we're going to

[12:09]

get into that real soon in the movie

[12:11]

render Cube be sure to delete the

[12:13]

Deferred rendering Tab and add the patch

[12:16]

rating tab instead

[12:17]

because we want the path Tracer always

[12:19]

render in 16-bit exr to get the highest

[12:22]

bit depth which gives us flexibility in

[12:24]

post in color output be sure to disable

[12:27]

the tone curve and under anti-alia thing

[12:30]

override anti-aliasing should be checked

[12:32]

set a a method to none and with the path

[12:34]

Tracer 16x16 is a good starting point

[12:38]

troubleshooting pass rate renders is

[12:40]

really easy if your shots are noisy you

[12:43]

need more samples that's all there is to

[12:45]

it in the output tab is where I

[12:48]

determine my desired resolution and in

[12:50]

this case I want 4K when you're ready

[12:53]

hit that render local button

[12:55]

and wait the patch Tracer is way slower

[12:59]

than a deferred renderer so go make a

[13:02]

sandwich or something and come back

[13:04]

later six hours later now I've talked

[13:07]

about this in many videos I even have a

[13:10]

whole video dedicated to color grading

[13:12]

intervention resolve but really this

[13:14]

part of the process is where you really

[13:16]

make your renders shine

[13:18]

color grading is entirely subjective

[13:21]

what one person might like another

[13:23]

person won't there isn't a good or bad

[13:26]

way to grade it's all about taste and

[13:28]

getting the look you want I don't want

[13:30]

to spend too much time on nitty-gritty

[13:32]

here because again I've made two whole

[13:34]

videos on color grading and resolve

[13:36]

already the one thing I do want to show

[13:38]

you however is denoising in resolve

[13:41]

because the past Tracer by nature is

[13:42]

going to be substantially grainier than

[13:45]

when you use the Deferred rendering in

[13:47]

the free version of resolve select your

[13:48]

imported clip and go to the fusion page

[13:51]

press shift space and add the noise

[13:54]

reduction tool

[13:55]

from there your denoise setting will be

[13:57]

on the right if you own the 300 studio

[14:00]

version of resolve you can add the noise

[14:01]

reduction in the color page which is by

[14:04]

far my preferred way of working I

[14:06]

generally don't really enjoy using

[14:09]

Fusion so here the quick before and

[14:11]

after of each of the three final renders

[14:13]

I did you may or may not like the

[14:15]

direction I took and that's okay but

[14:18]

that being said I hope you found this

[14:20]

video helpful I hope I was able to shed

[14:22]

a little bit more light on my rendering

[14:24]

workflow thanks so much for watching and

[14:26]

as always

[14:28]

happy rendering

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