I have Hitfilm for doing post-production, but if the 3d environment can get me special effects built it - a big win. I guess I'd call this a cinematic product shot :-) Example - Special Effects - Unreal - I purchased 3d effects in Iclone only to find out those aren't seen in Iray - that is a very big deal. So, props I treat as equal in any software as I buy models with high resolution. Props - Equal - but how the light interacts with those props - Unreal. Characters - Character Creator & Substance Painter - this workflow won't ever change for me. Camera - Iclone - I'm more comfortable with Iclones setup. My assumptions so far.and with cinematic you have wide angle, close ups, action shots, and a variety of camera shots (pans, zooms) that all 3d software tends to do a decent job with Atmosphere - Unreal - hands down. Cinematic would be Iray and whatever terms are being used to describe how light interacts with environment (Lumens in Unreal?) and assumption of highly detailed characters/props/scene. 2) Keep link active for advantages in X and Y (not sure what X and Y are). Cameras A draw - no advantage either way? Character Creator Updates I suppose if I'm making additional modifications to the character, I should keep Iclone linked as the export might require a bit of tweaking to get the character updated every time in Unreal? So, workflow could be - 1) Keep Iclone for it's Character Creator ability and export and task is done. If I've purchased lots of animations in Iclone.an advantage there? Keyframes in Iclone, Sequencing in Unreal.advantages either way? Lighting It certainly feels like lighting is best done in Unreal and manipulating things there. Animating I'm now trying to choose whether I want to export my actors into Iclone and be done with Iclone, or keep Iclone linked for animating the character. I want cinematic characters and cinematic scenes. So, I've become fairly good at understanding the Iclone setup but am blown away by unreal and it's ability to set a cinematic scene.
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