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.
5 Comments
besides the visual - the sounds and music is well done!
Why not have used EEVEE?
Hi!
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.
Did you convert any film luts into textures for this? If so, which one[s] did you go with?
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.