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Making of BRUTALISM 101 animation - from Blender to Unreal Engine


Michal Franczak writes:

Today I am gonna show you how I created the animation BRUTALISM 101. It's industrial / minimal / ambient / psychodelic look at Akira Sakamoto Architect & Associates corridor. It is a proof-of-concept visualization that was made with my music band in mind. Models were created and unwrapped in Blender and then exported to Unreal Engine for rendering and cameras and fx animation.

But why use Unreal Engine and not Cycles?

The first reason: the speed. This animation contains almost 2000 frames and it rendered about 3-4 minutes in Unreal Engine. It would render for many hours in Cycles or any other offline renderer. As I am doing it as a hobbyst and I don't have hundreds of processing cores, it was obvious that if I want to make many animations and learn from them, I need a game engine.

About the Author

Michal Franczak

Editor at Evermotion org, cg enthusiast, Blender user.


    • Michal Franczak on


      Eevee has not the GI quality needed for this task (yet!). :) Unreal Engine is now the most polished solution for realtime rendering, although it demands importing stuff, which can be cumbersome sometimes. Maybe I will be able to work with Eevee in the future animations, but for now it was not possible.

        • I made my post-production in Davinci Resolve. Mainly: sharpening and color grading + small amount of creative effects like mirroring. I didn't use LUTs here.

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