Unreal for VFX - October Challenge
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Development Log
This log follows my journey for some October render challenges.
The Challenge
Below is the posting for Josh Toonen's October Render Challenge from Unreal for VFX:
Introducing the October Render Challenge!
For the month of October, we've got something scary in store...
But wait, what’s a Render Challenge…?
It’s simple! We want to help you push your limits with Unreal 5 and VFX. Compete for prizes and take your work to the next level!
To participate, make sure to join our UEVFX Community Discord channel! This month we've got a spoooky challenge in store!
Topic: Horror
Tool: Volumetric Fog
Deadline: Sunday October 27th 11:59 PM EST
Final shots must be ANIMATED, not still images.
Show us what you’re made of! Unleash your inner Nosferatu, Exorcist, or invent your own horror classic!
We’ll pick a 1st place winner and 2 runner-ups!
Every 1st Place winner will get a copy of Unreal to Nuke Masterclass, a free t-shirt, and eternal glory
If you have any questions or need any tips throughout the month, please post in the new render challenge channels on Discord!
Looking forward to seeing all your submissions :D
Happy creating!!
Josh Toonen
There is another challenge at: https://www.unrealengine.com/en-US/blog/announcing-a-new-unreal-challenge-creep-it-real
Log Entry #1: Concept & Research
Treatment
I chose to create my short film to be a ghost story set in a medieval town.
A woman walks through a town at night, the full moon piercing the clouds overhead. A heavy fog clings to the ground as spirits linger in the mist. Terrified, she spies a beacon of hope: the town's temple at the end of the street. There, she can be safe. As she makes her way, more and more spirits appear in the fog.
She climbs the steps to the temple and knocks to on the doors. She turns to see the ghostly procession behind her. The door creaks open to the darkened temple to reveal the ghostly figure of the high priest, meeting her gaze with an evil grin, and reaching out to grab her.
Fin
Research
Environment
I have collected quite a few asset packs over the past year and was fortunate enough to have grabbed the Medieval Street Pack when as part of a bundle at some point.
Ghost Effect
Searching for ghost effect tutorials on YouTube, I came across a video about the Ghost Effect & Material product on the Marketplace. This was exactly what I was looking for. Building something like this myself would definitely take me a long time, so I think that its cost is justified.
Log Entry #2: Storyboard
Here is a rough storyboard that captures the essential shots for the story. As I'm the audience, the storyboard did not need to be great quality.
Log Entry #3: Environment Blockout
Here, I'm blocking out the general environment. I wanted to have lots of alleyways that can be filled with fog and where the ghosts will appear.
Log Entry #4: Shot Blockout
This is the visual storyboard of the shot blockout for the piece.
Let's give a big hand to our stars Manny and Quinn!
Log Entry #5: Scene Kitbash
I replaced the greyboxes with the buildings that I wanted to use. I chose some medieval town prefabs and a gothic cathedral packto create the temple.
I'm using the long, narrow buildings as background for the alleys to give the impression of many buildings and alleyways.
For the most part, I'm concerned only with what will be in the shots, and make adjustments as necessary. To achieve this, I made a copy of the blockout sequence so that I can use the same camera shots.
Log Entry #6: Characters
Next are the characters. For the story, I need a main character and the phantoms who inhabit the village.
I created each character in Daz Studio, and exported them as an .fbx file, which I imported into Blender.
In Blender, I simplified the meshes and materials, particuarly for the ghosts, which will have a single "ectoplasm" material applied to their entire mesh.
I then exported an .fbx file to bring into Mixamo, which will generate a skeleton and allow me apply various motion capture animations.
I couldn't get the Ghost Effect & Material to work, so I ended up making my own material to give a phantasmal look to the ghosts. I'll revisit that product later, because it does look like it would be a cool effect if it works.
Log Entry #7: Fog
One of the key requirements for this challenge was to incorporate Volumetric Fog.
I used the Exponential Height Fog and gave it an eerie green colour. I also added some localized fog volumes in the alleyways where the ghosts are hanging out.
By adjusting the noise values, I was able to get some nice pillars of fog that contribute to the eerie atmosphere.
I added some spot lights to the temple to illuminate the fog with beams of light.
Log Entry #8: First Animated Sequence
Here is the first animated sequence for the piece.
Log Entry #9: First Animated Sequence With Music Score
I added some music that I generated through Udio. Of course, if this were a profitable project, I would definitely hire a musician to compose the score, or purchase a music library. Alas, the challenges of being an unfunded studio...
Log Entry #10: Set Dressing
I felt that the streets didn't look lived in, so I wanted to add some items throughout the scene. I chose elements that looked like they would fit in an abandoned ghost town.
Added some oil street lamps lit up the buildings a bit. I chose a purple color for the lights to contrast with the green miasma and contribute to the otherworldly ethereal feel.
When dressing the set, I find that it is important to keep the overall narrative in mind so that every choice supports the story.
The narrative is that this town once had a thriving market that sold produce and wines. It has been abandoned for a few years which means that the items will have fallen into disrepair. Anything organic, e.g. fruits, vegetables, grains, and meats will have long since rotted away, and the town well will have become stagnant.
Log Entry #11: Dressed Render
Here is the next render of the piece that includes the set dressing..