Old fact: Back when 3d or CG was in it's infancy and arguably much harder to get shots with; you could purchase plugins that were Greeble specific generators for Alias/3D Studio/Houdini etc. that made Neernies, which are Greebles by the same name. Todays artists stand on the shoulders of others more now than ever.
Awesome! Don't know if the corridor is the right project, but it would be cool to see an expanded tutorial that does something similar but works in the process to use it in virtual production.
Very cool! It's nice to see the old and new used in the film. Very clever meld, it looks like. Nothing has to be either/or. Well, except at home. Don't really have LED walls and fabulous miniatures on hand. 😂
Hey there! Such a great video. Thank you for sharing! Any chance you could name some sci-fi packs worth the look? Like the ones you used in this environment to help block out the first stage of the scene (panels, corridors, etc.). Been struggling getting through this step and I'm not really a good modeler. Thank you!
Amazing video! On your bit about creating the rotating yellow light, I'm trying to recreate the exact same thing for a project I'm working on but your video cuts short when creating the asset in AE. Once you've created our solids and added the masks, what do you do after that to get it into UE? Do you keyframe the rotation inside AE?
Thanks! I just exported the gradient image as a JPEG, imported that as a texture into Unreal, and then created a light function material where i setup the panner node for animating the light
Great work! I know it's not a tutorial but an overview, but where is this hollow box you checked @2:52 ? I cannot find this option as it will speed up my work flow not having to do Boolean every time, Thanks!
I know this might seem like an obvious question but I don't have a great deal of experience at this point. I have a 50x14 LED wall and I can't figure out how to get the set to scale properly. Wide open spaces are simple but what about closer spaces like a room? How do I get a 7 foot tall door to be properly scaled on a huge LED set? All of my cameras are properly measured out in the Unreal model and in the real world. But placing an actor in front of the LED wall, the set seems huge. Again, I know it might be an obvious fix but I don't have a solution yet.
First, you’ll want to make sure your nodal point is correct so that the camera isn’t offset. Next, you’ll want to make sure you’re using real world measurements in your 3D scene. For example, you can create a 7 foot high cube using the modeling tab (you’ll have to input the height in centimeters) and then place that cube next to the door to ensure it is truly 7 feet tall. Then you need to dial in your perspective and setup your shot. One trick you could do here is simulate the shot using the unreal mannequin and a cine cam actor set to the exact sensor size and lens you’re using on set in order to previz the shot and see exactly how the background should look behind your subject. Then you can use this reference you’ve created to dial in your actual shot
Awesome work for four hours
Great video as usual David! Love the final look.
Old fact: Back when 3d or CG was in it's infancy and arguably much harder to get shots with; you could purchase plugins that were Greeble specific generators for Alias/3D Studio/Houdini etc. that made Neernies, which are Greebles by the same name. Todays artists stand on the shoulders of others more now than ever.
Very inspiring! That texture effect that can be included to rectangle light was new to me. Thanks for sharing.
Awesome! Don't know if the corridor is the right project, but it would be cool to see an expanded tutorial that does something similar but works in the process to use it in virtual production.
@@JPLAVFX this is definitely in the works! We plan to detail a start to finish workflow for creating 3D environments for ICVFX shoots with an LED wall
Nice work the lighting is insane!
@@UnrealSensei thanks man! Means a lot
Subbed - absolutely awesome work thank you for sharing David!
I would also love more info on the light function. Very awesome
Looks super cool
The result is amazing! I'd love it if you could go more in-depth with the light functions.
Very cool! It's nice to see the old and new used in the film. Very clever meld, it looks like. Nothing has to be either/or. Well, except at home. Don't really have LED walls and fabulous miniatures on hand. 😂
Awesome!
FOUR HOURS??!! You make it look too easy 🔥
PS: thanks for the shoutout!
Hey there! Such a great video. Thank you for sharing! Any chance you could name some sci-fi packs worth the look? Like the ones you used in this environment to help block out the first stage of the scene (panels, corridors, etc.). Been struggling getting through this step and I'm not really a good modeler. Thank you!
thanks! and sure thing. One pack to check is out is the "Modular SciFi Season 1 Starter Bundle" by Jonathon Frederick on the Unreal marketplace.
Amazing video! On your bit about creating the rotating yellow light, I'm trying to recreate the exact same thing for a project I'm working on but your video cuts short when creating the asset in AE. Once you've created our solids and added the masks, what do you do after that to get it into UE? Do you keyframe the rotation inside AE?
Thanks! I just exported the gradient image as a JPEG, imported that as a texture into Unreal, and then created a light function material where i setup the panner node for animating the light
@@VirtualProductionInsider yeah that's what I ended up doing using Photoshop and got it worming great. Thanks!
Great work! I know it's not a tutorial but an overview, but where is this hollow box you checked @2:52 ? I cannot find this option as it will speed up my work flow not having to do Boolean every time, Thanks!
thanks! you can find the hollow option in the details panel under "Brush Settings" when you have the object selected.
Booof booof y re contra boooof, de las mejores explicaciones que he visto.
Dibujé maestro, dibujé 👏👏👏
Greebles ha been used by on set graphic teams or in VFX as “Kitbash” now days 😊
Nice wok compositing all that
I know this might seem like an obvious question but I don't have a great deal of experience at this point. I have a 50x14 LED wall and I can't figure out how to get the set to scale properly. Wide open spaces are simple but what about closer spaces like a room? How do I get a 7 foot tall door to be properly scaled on a huge LED set? All of my cameras are properly measured out in the Unreal model and in the real world. But placing an actor in front of the LED wall, the set seems huge. Again, I know it might be an obvious fix but I don't have a solution yet.
First, you’ll want to make sure your nodal point is correct so that the camera isn’t offset. Next, you’ll want to make sure you’re using real world measurements in your 3D scene. For example, you can create a 7 foot high cube using the modeling tab (you’ll have to input the height in centimeters) and then place that cube next to the door to ensure it is truly 7 feet tall. Then you need to dial in your perspective and setup your shot. One trick you could do here is simulate the shot using the unreal mannequin and a cine cam actor set to the exact sensor size and lens you’re using on set in order to previz the shot and see exactly how the background should look behind your subject. Then you can use this reference you’ve created to dial in your actual shot
@@VirtualProductionInsider ill double check my measurements and see if I missed something. Thanks. It sounds like I just need more practice.
ADD SOME BLOOM AND LENS FLARE AND NOISE
you are pronouncing greebles wrong should be spoken more like "greeblies"
Since when?
@@arthritic since george lucas invented them