This week I have been concentrating on our opening shot, which is a large panorama involving a lot of terrains, vegetation, trees etc. Based on my previous experience, I started by finding some reference scenes on Pinterest that fit the scene, and then started with the terrain, editing the terrain a little bit, the good thing is that the terrain doesn’t need to be very precise compared to the model, it just needs a rough shape. I then planned some rivers and roads on the terrain to give a sense of hierarchy to the whole forest. Secondly, as I was making a push shot, I divided my shot into three parts based on the reference image: foreground, middle and background.
Some References



I mainly focused on making the middle scene, making the peaks according to the reference, and then using the vegetation brush to paint the trees in layers, the idea of making this big scene is the same as the previous two scenes, but because this scene involves too many objects, even Unreal Engine 4 often lags or even flickers

I created the background using Worldcreater, which I had already used in my co-op unit the last term. I only created one mountain, the others were rotated and scaled to create some sense of difference.

After some discussion this week, I decided to add some camera animation to make the scenes look less stagnant.
Unreal Engine 4 animation is very different from Maya, I created a new sequence, added the camera into the sequence and set the camera animation in the sequence.
I then added some fog effects, added a sky sphere and modified the tone of the whole I then added some fog effects, added a sky sphere and modified the tone of the whole scene. The final result is as follows, you can see that the sky sphere I added doesn’t seem to match the scene, but the good thing is that as it is a distant scene, and I have modified the tone, there is no obvious difference.
I’ve finished all the scene set up and next week I’ll be importing Ziying’s animations into the Unreal engine and then finishing the final renders.