PRODUCTION LOG 11

CINEMATICS / FINAL RENDERS

For rendering the final shots of my environment, I used Unreal's Level Sequencer. I created a new level sequence and a camera for each area. From there, I used the Pilot Camera mode to place the camera in the spots that I wanted to render the shots from. Then, I added keys in the transform section to allow camera to move around the environment and capture high-resolution screenshots. Initially, I was getting good results in quality, and proceeded to find solutions online. I found a good tutorial that explained each step to take when rendering shots in Unreal, for best results. One thing that I did not do previously was to enable two plugins, Movie Render Queue and Additional Render Pass. These two plugins add quality to the screen captures. 

The next step was to create a new Movie Render Preset, which has slight different setting than the Unreal default one. For example, I changed it to capture png files instead of jpeg, or changed the number of Temporal Sample Count to 32 instead of 1.

Then, I rendered each shot in 24 fps, so this resulted in 240 png image frames for a 10 second clip. I rendered a couple of shots in each area, then I moved to Adobe Premiere Pro for video editing.

Here, I added the rendered shots, a background music, and did some slight adjustments in tone, saturation, and contrast.

The final results can be seen on the portfolio page here.