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Snehal.
How I Build
Step-by-step breakdowns of my Workflow which makes my projects shine

CASE STUDY 1 :
Unreal Engine Motion Design
Unreal Engine 5 based Motion Design:
Abstract and dynamic 3d hexagonal motion graphics using Cloner, various effectors and unique workflow.
WORKFLOW
Unreal Engine 5 based Motion Design workflow:
Modelled a 3D hexagonal cylinder mesh in Blender, with 3 different PBR materials. Exported it as FBX.
Imported the FBX into Unreal Engine 5 and set it at origin alongwith correct PBR materials, textures and emission where needed.

Blender

Unreal Engine 5
Unreal Engine 5 based Motion Design:
Setup a Cloner Component with the Hexagon mesh as a child.
Setup the layout as linear Honeycomb, Plane XY, Width and Height Counts as 140, 100 resp.
Width and Height Offsets as 0, 0.5.
Width and Height spacings as 165, 190 resp. after trial and error for best aesthetics.
We'll get a hexagonal lattice as seen in screenshot.

Unreal Engine 5 based Motion Design:
Setup an Effector called Effector A with no bounds, which causes random hexagonal lattice deformations so as to get a generative wave like animation across the coned hexagonal lattice.
Setup another Effector called Effector B with a spherical shape with smooth 'In Out Cubic' sampling Easing/Fallout which deforms a localised height deformation in its sphere, as seen in image.
Tweak the Inner, Outer Radii till we get the desired result.
This Effector B can be animated via Sequencer to get a smooth motion design.

Unreal Engine 5 based Motion Design:
Placed a texture sample alongwith zero emission, specfic metallic, specular and roughness properties for the Hexagonal mesh's top face to get a certain desirable look.
Also edit the other materials to attain certain metallic and emission aesthetics.

Unreal Engine 5 based Motion Design:
Setup the Cinematic Camera and EffectorB tracks in a level sequence.
Place keyframes and animate both to get the desired render show on the top of this page.

Unreal Engine 5 based Motion Design:
Keyframe in the Cinematic Camera's properties on the timeline to get our depth of field based cinematic render:
Aperture 0.01 to get a deep out of focus blur in the background.
Focal Length of camera 50mm.
Manual Exposure -2.0 to compensate for the stylised extremely low aperture to avoid blown out whites and contrats.
Manual Focus point keyframed in to make sure focal length plane is always on the Effector B deformation.
Saturation 1.1, to get a better looking render with full colors, but not too over the top.
Render out using Media Render (Legacy) at 60 fps and 4K resolution.


CASE STUDY 2 :
Blender Environment Art
Blender based Environment Art workflow from modelling to render output.
WORKFLOW
Blender 3D Environment Art worflow:
Setup a scene with 3D modelled mountains, Cloud VDB volumetric assets

Blender 3D Environment Art worflow:
Setup a scene with 3D modelled mountains, Cloud VDB volumetric assets

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