Week 5: The scene production process in UE5 (1)

This week’s task is to create all the scenes and layouts in UE5, which is a process of building and integrating all the scenes to make the entire scene look more complete. I also need to learn how to create ocean scenes during the process.

Based on the learning of this video, I created a basic ocean scene in UE5 and continuously adjusted the parameters to achieve my expected results and visuals. This is a process of learning and continuous feedback.

First make a body of water, including the land part in the middle and make adjustments. The experience after many creations and simulations tells me that it is necessary to also create a land section, otherwise the height of the sea level cannot be displayed, and the sea surface cannot be seen to be simulated.

Based on the reference image of the ocean I found, adjust the color of the water surface to make it more like the depth and color of the ocean.

Then, I adjust and test the amplitude, frequency, up and down fluctuations, wave size, and wave angle of the simulated water surface until I achieve the effect I want, as a simulation that is more like the sea.

Then, I imported the snow mountains that I had previously done on Gaea into the scene, as well as stacked and placed some rock blocks, which came from the UE5’s built-in quixel bridge.

Then, we will import the houses and blank shaders previously made in Maya into this scene, and test and add some matching materials and nodes. Then add some plants around the house to make it look more natural.

This week, the preliminary basic modeling work for the second scenario was completed.

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