Categories
Maya Unreal Engine

Summary

UE Project Reflection

Working on the Unreal Engine project helped me better understand how animation, environment, lighting and interaction work together in a real-time context. Compared to offline animation, UE requires more consideration of performance, camera placement and how the viewer experiences the scene in real time. I learned to think more about optimisation and how small adjustments in lighting or camera movement can significantly affect the overall mood of a scene. This project also improved my problem-solving skills, as many technical issues needed to be tested and adjusted directly inside the engine.

Animation Project Reflection

Through my regular animation projects, I focused more on fundamental principles such as body mechanics, weight, timing and posing. Working frame by frame helped me become more sensitive to how small changes in spacing or pose clarity can affect the readability of an action. Using methods like pose to pose also trained me to plan my animation more carefully before polishing. These projects strengthened my understanding of movement and performance, and helped me build a more solid animation workflow.


Showreel

UE project

Categories
Unreal Engine

Week 12: Detail Polishing, Final Rendering

I added a lot of life-like small items to the original scene, such as scattered odds and ends and old newspapers. This was mainly to reduce the common “emptiness” of 3D scenes and make the space look more like a real, lived-in room. At the same time, I also put two character models into the scene. Their presence added a layer of narrative tension to this rather depressing Chinese-style apartment, instead of leaving it as just a static environment.

Camera and lighting were the parts I adjusted repeatedly the most this week. For the camera, I fine-tuned the Depth of Field again. I hoped to guide the audience’s eyes more clearly in key shots. I also adjusted the Motion Blur, so that there would be a bit more blur and trail when the camera moved, instead of the overly clean look of a virtual camera. For lighting, I added some local fill lights to the room. For example, I put a bit of rim light around the edges of the characters and furniture, and used the contrast between warm and cool tones to enhance the layers of the images.

Categories
Unreal Engine

Week 11: Rough Cut Preview and Audio-Visual Experiments

This week, I made a simple rough-cut preview and exported one or two versions of the video. I arranged the shots in the order set out in the Week 5 storyboard first. After putting them together like this, I could clearly see if the transitions between camera animations were smooth, and whether there were any parts where the pacing felt off.

During the editing process, I also tried adding some ready-made external video footage as an experiment. These were mainly used in the flashback scenes that haven’t been rendered yet—for example, some imagery related to social pressure. This step was more about previewing the overall effect, to check if the final video would look too visually monotonous.

At the same time, I started trying to add music and sound effects to the footage. I compared the rough-cut video with music of different tempos. Through this process, I gradually found a suitable vibe: a sound atmosphere that feels somewhat depressing but also carries a touch of nostalgia.

Categories
Unreal Engine

Week 10: UE Camera Animation

For every shot, I directly set keyframes on the camera. I mainly adjusted the camera’s position, rotation and focal length. By doing this, I first got the overall narrative rhythm of the video right.

The storyboard included some “shaky” shots that feel more like memories. So I spent some time figuring out how to create camera shake in UE5. I tried using the Camera Shake Base blueprint, and also experimented with manually setting noisy keyframes in the sequence. This was to mimic the feel of real handheld filming, instead of using a perfectly steady virtual camera.

By the end of the week, all the key shots had a basic camera animation draft. There is still room for improvement in smoothness and detail control. But this moving preview already lets me see more clearly how the scene will look when it’s fully animated.

Categories
Unreal Engine

Week 9: UE5 Scene Building and Material Tuning

This week, I officially started building the scene in Unreal Engine 5, gradually putting together all the separate assets I had created in previous weeks into the same 3D space.

First, I set up the basic structure of the room, and then imported the textured models I had finished in Week 8 into the engine. To avoid slowing down the overall progress, I used white boxes as placeholders for some assets that hadn’t been refined yet. This was mainly to check the overall composition and proportions, making sure they matched the shots planned in the storyboard.

The task that took up most of my time this week was adjusting materials, especially the Roughness parameter. This setting has a huge impact on the look of Chinese furniture from the 2000s, like worn wooden lacquered surfaces or plastic-like finishes. If the value was too low, the furniture would look too new; if it was too high, it would appear dull. So I tweaked it several times, focusing on whether the light reflection on the surfaces looked natural.

As for lighting, I kept it simple at first. I added some basic light sources and used Lumen’s real-time effects to check the light and shadow balance in the scene. Even though the lighting was basic for now, it already gave a rough idea of the nostalgic atmosphere I was aiming for.

In-class Learning
WEEK9

In the ninth week, we learned and practiced Post-processing Volumes. Serra shared a simpler method to adjust them with us, which is using LUTs (Lookup Tables). We can change the overall scene effect by importing pre-adjusted LUT files, which function similarly to filters. The key advantage is that adjustments can be made in external software like Photoshop, making the process easier without having to tweak numerous parameters repeatedly in the engine.

Modified Pre-LUT

Modified Post-LUT

Comparison of effects in UE and Photoshop after applying LUTs

In addition, we learned about rendering, focusing on exploring various practical methods to optimize rendering effects and enhance visual quality. For example, regarding console variable presets, Serra provided us with many useful ones, and we also tried them out in practice.

Categories
Unreal Engine

Week 8: UV Unwrapping and Texturing for Basic Assets

This week, I mainly did some basic work. I focused on handling models between 3D software and Substance Painter to get them ready for texturing.

I spent quite a lot of time unwrapping the UVs of all the models I had built before and standardizing them. The process was a bit mechanical, but it was necessary to make sure that textures wouldn’t stretch when I painted them in Substance Painter .

In SP, I created a universal vintage wooden furniture smart material based on the features of Chinese furniture from the 2000s. This material had the glossy wood finish that was common back then, and I also added some light surface stains to give the furniture a more retro look.

I didn’t rush to import the models into Unreal Engine this week. Instead, I concentrated on adjusting the materials and textures first. Using the same smart material for the basic furniture is faster, and it also ensures a consistent style across the whole scene.


In-class Learning
WEEK8

In the eighth week, we explored lighting in Unreal Engine in more depth, focusing on different lighting methods such as baked lighting, dynamic (real-time) lighting, and indirect lighting. We also became familiar with several common light types in UE, including directional lights, point lights, spotlights, and skylights.

After that, we carried out practical exercises in a simple scene, where we adjusted different light sources such as skylights and spotlights to see how they affect the overall atmosphere. We also learned some useful shortcut keys for lighting, for example using Ctrl + L to quickly adjust the angle of the directional light to simulate changes in sunlight.

In addition, we learned how to set up dynamic lighting effects. For instance, applying IES light profiles can help create more realistic and natural lighting results in a scene.

Categories
Unreal Engine

Week 7 Core Asset Refinement and Detail-Driven Modeling

After finishing the overall scene layout, I focused on making the main assets in the scene this week, including the birthday cake and coffee table.

As I had already planned all the shots during the storyboarding stage, I knew the coffee table and the things on it were the key part of the whole scene. The coffee table has an important close-up shot in the video. So when I was modeling it, I paid special attention to small geometric details and surface realism, to make sure the audience could fully feel the story’s atmosphere.

The birthday cake and candles were the most important parts for telling the story this week. I used the Curve Tools to carefully draw the cream patterns on the cake. I also looked at many old-style whipped cream cakes from the early 2000s, so that the cake could have a real retro look.

For the coffee table’s design, I chose a simple style with some retro features. I hoped it could fit naturally into the whole feeling of a Chinese apartment in the 2000s, and become a visual part that brings out nostalgic feelings.

In-class Learning
WEEK7

In the 7th week’s class, we focused on learning how to use the built-in rigging tools in Unreal Engine. After mastering the basic operations of the tools, we first used them to create specific effects like death animations. Later on, following Serra’s guidance, we selected a hunting dog model as the object for hands-on practice. By building and adjusting a series of related nodes, we successfully achieved procedural quadrupedal movement. Afterwards, we also made targeted attempts to tweak various relevant parameters, so as to make both the movement posture and trajectory of the hunting dog look more natural and smooth.

Categories
Unreal Engine

Week 6 Building the Foundation – 00s Chinese Apartment Layout

1. Core Content: Period-Specific Asset Creation and Layout

1.Asset Modeling and Uniqueness: The core setting of my project is the interior of a Chinese apartment from the early 2000s. Since most commercially available asset libraries are dominated by Western or contemporary styles, it is nearly impossible to find furniture that captures the specific texture and “soul” of that era. Consequently, I have had to manually model and craft the majority of the core assets from scratch to ensure period accuracy.

2.Layout Logic and References: Designing the overall layout of the room proved to be the most significant challenge this week. To avoid the space feeling hollow or structurally illogical, I conducted extensive research, consulting a vast array of old photographs, authentic floor plans from the period, and interior design case studies of vintage apartments.

3.Personal Connection and Realism: During the design process, I drew heavily on my own memories of the apartments I lived in during my childhood. This memory-based recreation not only helped me determine a realistic flow for the room—such as the characteristic narrow hallways and cramped living areas—但 but also imbued the scene with a sense of “lived-in” realism. This authenticity is crucial for achieving the cinematic visual impact I am aiming for in the final render.

In-class Learning
WEEK6

In the sixth week, we learned about physics simulation in the Unreal Engine and explored several methods to achieve it, including the simulation effect for chain-like suspension. By setting the parent-child relationships between different objects and adjusting relevant parameters, we restricted the objects from moving randomly in all directions, thus creating effects similar to hinges and chains. In addition, we mastered the methods of baking physics effects in UE5, which allows us to apply physics simulation results in the engine more conveniently. We also learned to create object destruction effects, and successfully shattered a cube into fragments during the class.

Categories
Unreal Engine

Week 5 Storyboard Development and Timeline Planning

This week, my main focus was to further develop the storyboard based on the written version completed in Week 4. I started to draw the storyboard by hand and organise the overall timeline of the animation.

At this stage, I translated the written descriptions into visual compositions, including camera distance, the relationship between the character and objects in the frame, and the approximate duration of each shot. Drawing the storyboard helped me to understand the pacing of the story more clearly, instead of relying only on written ideas.

While sketching the storyboard, I marked an estimated duration for each shot, such as 2–3 seconds or 3–4 seconds, and began to separate slower moments from faster, more emotional sections. For the middle part of the animation, where the mood changes, I plan to use shorter shots and simple transitions, such as black frames or quick cuts, to create a tighter rhythm.

Through this process, I realised that some shots that worked in the written storyboard were not necessary when visualised. After drawing them out, a few shots felt repetitive or disrupted the pacing, so they were either removed or combined during the timeline planning stage. This helped me understand that storyboards are not only a storytelling tool, but also an important way to control pacing and workload early in the production process.

Overall, Week 5 helped me gain a clearer understanding of the structure of the project and prepared me for the next stage, which will focus more on animation and shot testing.

In-class Learning
WEEK5

This week’s tutorial helped me further clarify the presentation method for my project. Serra advised that I don’t have to rely on specific characters to tell a story, as objects and spaces themselves can also serve as “characters”. By documenting the changes of the same scene at different times — such as the disappearance of food on the table before and after a party — human presence can be implied without directly depicting people. Serra also suggested that I treat the process of change as a visual study through repeated shooting or time-based footage. This discussion made me realize that I need to simplify the format and focus more on the relationship between change, absence and narrative.

Categories
Unreal Engine

Week 4: “Birthday Party” Video Shot Design

Shot No.Scene DescriptionCamera Setup & MovementAtmosphere & Visual Details
1Preparation Scene 1: A fixed camera records people cleaning the room, wiping the table, and hanging balloons and ribbons. The protagonist hasn’t appeared yet.Fixed camera (corner of the room), slightly wide framing, no character faces shown.Soft daylight; the sounds of tape tearing and chairs moving create a natural, relaxed atmosphere.
2Preparation Scene 2: Continuing from the same fixed angle. The people preparing the party place the cake, gifts, and cards on the table, then leave the frame.Fixed camera, steady composition with slight depth changes.The table gradually becomes fully arranged; light dust particles shimmer in the air, enhancing a sense of everyday warmth.
3Protagonist Enters & POV Shift: The protagonist (no face shown) walks into frame, adjusts the table setup, then reaches out to pick up the camera — the perspective changes to handheld.Transitions naturally from a fixed shot to a handheld view.Feels like a “camera handover”; the slight movement adds realism and personal touch.
4Cake Close-Up (“Showing Off” Moment): Handheld camera focuses on the birthday cake, slowly moving closer to capture its delicate details.Handheld shot, slight shake as if casually recorded.Focus on candles, frosting, and small decorations, expressing pride and joy.
5Transition Shot: The protagonist’s hand unintentionally covers the lens, creating a brief black screen that serves as a natural transition.Hand covering the lens → short blackout → next scene.Feels like an authentic filming accident, creating a smooth, organic cut.
6Celebration Moment: After the blackout, the camera focuses on the cake again. People’s hands clapping enter the frame (no full figures shown) as “Happy Birthday to You” plays. Only the protagonist’s lower body or hands are visible.Handheld, slightly dynamic framing.The sound and light create a joyful atmosphere, while the tight composition subtly suggests emotional tension.
7After the Party: The camera cuts to the aftermath. The cake has been eaten, and the table has been tidied up.Fixed or slow handheld pan.The space feels calm and empty, suggesting the end of the event and the quiet after celebration.
8Closing Shot: The lights come on again. Filmed from the same corner angle as the opening shot, showing an empty room — visually echoing the beginning.Fixed camera, no movement.Leftover crumbs, extinguished candles, faint smoke — a still and reflective mood, with traces of warmth fading into silence.

In-class Learning
WEEK4

In the fourth week, we mainly learned about materials in Unreal Engine. We further mastered various detailed parameters in the Material Editor as well as several special material instances, and also understood which nodes the different channels of various textures should connect to. Besides, we learned the method of converting node parameters in materials into parameters in material instances, so that there is no need to reopen the original materials to adjust nodes every time, nor to save the operations frequently.