From the course: Unreal: Creating Visualization Cinematics

Taking a look at the visualization space - Unreal Engine Tutorial

From the course: Unreal: Creating Visualization Cinematics

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Taking a look at the visualization space

- [Instructor] Before attempting to make any kind of cinematic inside an Unreal level we can do both ourselves and our clients a big favor by taking the time to get a really good understanding of the space that we are looking to show off. In this video, then, we will look at the layout of the scene that we are working with and that we want to create a cinematic piece for. To open up our project file then we can simply locate our downloaded exercise files folder, which in this instance I have placed on my desktop. And then, locate and click or double click depending on how our system is set up on the dot u project file that can be found there. And this will, of course, open up the Unreal Engine application, which in the case of this project needs to be version 4.22.2 or later as this is what was used in its creation. Once done we should not only see our office space environment, but also be able to use the w, s, a, and d keys to move around in our 3D view. And we can also, with a right click of our mouse, look around the environment as we do so. We can see that we actually have a good number of opportunities to show off this particular office space project. As we look around, then, a crucial or key factor to creating a good cinematic is being able to figure out what, if any, story we can tell here. Now this isn't always possible, of course, but it is a good exercise to try as coming up with one will oftentimes give us both a focus and purpose for any camera moves that we decide to make. To keep our course simple enough to very easily follow along with, though, we will be creating just three cameras and camera moves in this instance. And so telling a story will naturally be quite a difficult thing to accomplish. As we do look around the environment, though, we can see that it will probably be good to focus on the work areas in the level, so as to show that this is a functional space that will probably contain lots of people at any given time. After establishing that point then, we may also want to show off to the client the ease of getting workers that are there. With the final sequence perhaps focusing on some of the more social areas of the space, so as to show that it isn't all work and no play, but that there are also spaces to relax and talk and bounce ideas around throughout the working day. A lot to fit in to just three shots of course. And to be sure, more cameras would improve the story. But let's keep it simple while we get familiar with the Sequencer tools in Unreal. And perhaps even view the constraints that we are working under as a useful creative challenge.

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