Hey Guys
I have always been a fan of the unreal engine and the games that epic makes. so when i heard about UDK I was really keen on giving it a go. However I never really had the time as I was working on other projects . Once the I finally got some spare time. I decided to use the unreal engine to make a short 3d animated movie starring myself. The first thing I did was to 3d scan my head.

For this project i had only one rule and that was that everything had to be created by me. Only problem was that I was a novice 3d modeler, I hadn't ever worked in this field before but that wasnt going to stop me.
I first started writing a script for my story

with the script completed, I started working on the skeletal meshes/characters. Since I had mostly worked with hard surfaces/ creating mechanical components, I struggled when it came to modelling human anatomy. I realised it wasn’t practical to model human features through polygon manipulation in 3ds max, so I turned to zbrush, After about 19 failed attempts I finally turned a zphere into a baseline skeletal mesh.The base line model was then used to sculpt facial and body features for the characters of my story. With sculpting finished I moved onto texturing. Then finally to retopology /UV mapping. Although it was very daunting at first, I soon became very comfortable with zbrush and was very surprised at how easy it was to use.


With all the character created, I then had to give them bones so they could move around. The tedious task of skinning/rigging was then performed. I hated this stage..

I also wanted the face to be rigged as well, but instead of placing a whole bunch of bones, I used morph targets. Now I had fully rigged/textured/ low poly models ready for my animated movie.
Then the question to ask was how am I going to animate my rigged characters? Key framing the body movements is so 1990’s, I wanted to go for something a bit more exciting/fun. Body Mocap sounded like the way to go but I didn’t like the idea of placing 40-60 markers around my body. Attaching 40 balls to your body just sounds wrong/weird. Also mocap can be expensive, I didn’t want to spend too much money developing my own mocap studio. So after a bit of research I found out that I could setup a markerless mocap studio at an affordable cost.


With the studio setup, a calibration was performed to determine if the environment was suitable for markerless mocap. The results were good.

Now I had to suit up into appropriate clothing to help the software as much as I could to track my movements and reduce post processing clean up times. One thing I should say is that the system is not entirely markerless, I still have 3 additional balls present on my suit, 2 on my hands and one of my head. The reason for this is because of the poor camera resolution used in the setup, Head and hand movements can be tracked and most of the time the results are good but to get that extra crisp movement tracking I attached motion controllers on those joints to reduce clean up times.Also since my movie involves a bit of action, I needed some props in order to aid in more accurate actions. So I paid a visit to the $2 dollar shop and bought an arsenal of weapons. With everything ready to go and with the help of a friend doing the directing, it was time to record actions following the script.

Since i can only post 9 images per post , the video link for the final outcome was : https://www.youtube.com/watch?v=MavsrLgmezk
I will continue adding more images in a second post
I have always been a fan of the unreal engine and the games that epic makes. so when i heard about UDK I was really keen on giving it a go. However I never really had the time as I was working on other projects . Once the I finally got some spare time. I decided to use the unreal engine to make a short 3d animated movie starring myself. The first thing I did was to 3d scan my head.

For this project i had only one rule and that was that everything had to be created by me. Only problem was that I was a novice 3d modeler, I hadn't ever worked in this field before but that wasnt going to stop me.
I first started writing a script for my story

with the script completed, I started working on the skeletal meshes/characters. Since I had mostly worked with hard surfaces/ creating mechanical components, I struggled when it came to modelling human anatomy. I realised it wasn’t practical to model human features through polygon manipulation in 3ds max, so I turned to zbrush, After about 19 failed attempts I finally turned a zphere into a baseline skeletal mesh.The base line model was then used to sculpt facial and body features for the characters of my story. With sculpting finished I moved onto texturing. Then finally to retopology /UV mapping. Although it was very daunting at first, I soon became very comfortable with zbrush and was very surprised at how easy it was to use.


With all the character created, I then had to give them bones so they could move around. The tedious task of skinning/rigging was then performed. I hated this stage..

I also wanted the face to be rigged as well, but instead of placing a whole bunch of bones, I used morph targets. Now I had fully rigged/textured/ low poly models ready for my animated movie.
Then the question to ask was how am I going to animate my rigged characters? Key framing the body movements is so 1990’s, I wanted to go for something a bit more exciting/fun. Body Mocap sounded like the way to go but I didn’t like the idea of placing 40-60 markers around my body. Attaching 40 balls to your body just sounds wrong/weird. Also mocap can be expensive, I didn’t want to spend too much money developing my own mocap studio. So after a bit of research I found out that I could setup a markerless mocap studio at an affordable cost.


With the studio setup, a calibration was performed to determine if the environment was suitable for markerless mocap. The results were good.

Now I had to suit up into appropriate clothing to help the software as much as I could to track my movements and reduce post processing clean up times. One thing I should say is that the system is not entirely markerless, I still have 3 additional balls present on my suit, 2 on my hands and one of my head. The reason for this is because of the poor camera resolution used in the setup, Head and hand movements can be tracked and most of the time the results are good but to get that extra crisp movement tracking I attached motion controllers on those joints to reduce clean up times.Also since my movie involves a bit of action, I needed some props in order to aid in more accurate actions. So I paid a visit to the $2 dollar shop and bought an arsenal of weapons. With everything ready to go and with the help of a friend doing the directing, it was time to record actions following the script.

Since i can only post 9 images per post , the video link for the final outcome was : https://www.youtube.com/watch?v=MavsrLgmezk
I will continue adding more images in a second post
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