In this movie Scott explains how to create a new Unreal Editor project. Scott shows you various world, project, and editor settings we'll set initially for our project. Since we are using the Unreal Engine purely as a renderer for 3D content, we can crank up a range of settings to ensure we are creating the highest quality images possible.
- [Voiceover] Alright, now that we have our geometry for this new project exported, we're going to make a new Unreal Editor project to assemble the scene in. So back in our Epic Launcher, I'm going to go up here to our Engine and launch it. We are going to make a new project. Blueprint, blank. Desktop console, maximum quality, no starter content. Our path is correct to where we're saving our project. I'm going to call this Chapter Three. Great project. Okay, now we have our blank Unreal Project. We're going to first go set a couple of our settings that we set to make sure everything is going to work properly for us.
Go to our World Settings, open up the Advanced tab of Lightmass, and turn on Force No Precomputed Lighting. Awesome. Now we're going to go to our Settings, Project Settings. Under Rendering, we're going to go down to the lighting section, turn off Static Lighting, turn on Generate Mesh Distance Fields, and then again we're going to go down to General Settings and this Min Desired Frame Rate, change that to zero. We're going to close this, this simple editor is going to say it needs to restart, say fine, don't save anything since we didn't make anything yet.
Cool. Okay. So let's go to our Content Browser. We're going to open up this little tab here so we can see our directory setup, and let's make our folders. 01 Map. 02 Geo. 03 Tex. And 04 Map. Go to my View Options, set to List, a little cleaner view. There we go. Okay. So now we're going to save our level. I'm going to go to Save As and click on our Map folder here.
And this is called Chapter 3 and we're in movie 3, so 03. Save it out. Ah, it looks like I didn't save it in the Map folder by mistake, but no worries, let's move it over to Map. Say Move Here. Done. Now it's in our Map folder. Okay, so now we want to import our geometry, which we'll do in our next movie.
This course offers mograph designers a quick-start guide to real-time motion graphics in Unreal Engine 4 (UE4). Scott Pagano shows how to prep and import both static and animated geometry and animate objects and cameras with the Matinee Editor. He shows how to flesh out your scenes with Unreal's lighting and shading tools, and export video files and image sequences for further refinement in software such as After Effects. Following the quick-start chapter are three real-world projects that demonstrate the power of the workflow.
This forward-thinking approach to motion graphics leaves antiquated processes behind and presents modern, efficient, and fun ways to create 3D imagery. Once you have a grasp of how to import, animate, and make your content look great in UE4, the doors are open to dive into worlds of virtual reality, gaming, and interactive content. Check out more of our Unreal training here.
- Organizing a UE4 project
- Importing files
- Creating materials
- Adding cameras
- Creating keyframes in the Matinee Editor
- Setting up units in Maya and C4D
- Creating and assigning materials and lights
- Rendering motion graphics in Unreal
Skill Level Intermediate
Q: This course was updated on 12/20/2017. What changed?
A: The following topics were updated: preparing and exporting your geometry as an FBX file in Maya 2016 and preparing and exporting your geometry as an FBX file in C4D R17.