Content and Task:
- Set up the white-box model for the scene, determining the camera position and the overall layout of the scene.
- Replace the polygons with FAB assets, add environmental fog, and finalize the lighting setup.
Create a sketch of the scene layout:
I initially built the sketch in the classroom, but the classroom computer doesn’t have C4D, so I had to use Maya instead. While Maya is good for general modeling, it’s not as efficient for quickly setting up large scenes compared to C4D. This is because if the scale is set too large, parts of the model get hidden and become invisible.
Then, I imported the Maya scene into C4D and continued adjusting the layout. I enabled the camera’s rule-of-thirds grid, which helped me better position the objects.
In the overall scene, I made some adjustments based on the sketch. I wanted to capture the moment where the protagonist walks through a corridor and then reaches the cave, so I added a narrow corridor. As seen, the scene consists of several sections: the farthest and highest point is where the boss sits, followed by a ruined staircase. In front of the staircase is a body of water, along with statues and columns. For the foreground, I plan to add some grass and rocks.
Import into UE5:
Then I use data smith to import the scene and camera position into UE5. And strat to build the scene: