With many in the UEE senate arguing that expenses towards the UEE military are excessive and with Vanduul activity in the system greatly decreased. Dalynn Cross and Eddie Daniels are sent to Aremis, Vega II, to visit one of the planets military installations and document the base operations.
Directors Notes:
Letters From Vega is one of the most ambitious cinematic projects ever undertaken within the Star Citizen community with a complete production pipeline which includes full body and facial capture, the entire library of public Star Citizen game assets and one of the most highly talented casts ever assembled. I bit off far more than I could chew with this project and it was damn well worth if only for the huge amount of fun it was to make! I hope you can now enjoy it too.
With many in the UEE senate arguing that expenses towards the UEE military are excessive and with Vanduul activity in the system greatly decreased. Dalynn Cross and Eddie Daniels are sent to Aremis, Vega II, to visit one of the planets military installations and document the base operations.
Directors Notes:
Letters From Vega is one of the most ambitious cinematic projects ever undertaken within the Star Citizen community with a complete production pipeline which includes full body and facial capture, the entire library of public Star Citizen game assets and one of the most highly talented casts ever assembled. I bit off far more than I could chew with this project and it was damn well worth if only for the huge amount of fun it was to make! I hope you can now enjoy it too.
Bulkheads - twitter.com/Bulkheads_SC Terallian - twitter.com/Terallian Athagen - twitter.com/atharan Teller - youtube.com/user/hgfnbvytr Lt Medic The Creators Network - discord.gg/HZRx47FRokoko Studio Hidden Feature #shorts #madewithrokokoAlexS1892022-07-15 | Recorded as part of a longer stream, this is a feature that is not enabled by default in Rokoko Studio. It' helps to smooth out feet snapping with Foot Ik enabled!Cleaning Some Mocap - Rokoko to Unreal Engine 5AlexS1892022-07-11 | Cleaning up some mocap I recorded with Rokoko Studio and retargeting it onto my custom animation Rig in maya. Then cleaning up and exporting to Unreal Engine 5!
Music: Streambeats by Harris Heller - twitter.com/playstreambeats?lang=enStormtrooper Idle Animation #shorts #madewithrokoko #unrealengine5 #starwarsAlexS1892022-07-10 | Stormtrooper animation rendered from the quick shot I set up on the stream below. Check it out here: youtu.be/jpwkTOwoxek
Created with Unreal Engine 5, Maya, Rokoko Studio and uses Assets from Star Wars Battlefront II.TOAST OF TATOOINE - A Star Wars Short Film [4K]AlexS1892022-02-13 | 8-D8 provides us an inside look of life within the Palace of Mos Espa.
Directors Notes: I'm a huge fan of Matt Berry and when I heard him voice 8-D8 (the torture droid) in Book Of Boba Fett I couldn't stop myself from making this. It was intended to be pretty low effort but really wasn''t. It's pretty short but hopefully its packed with some quality content! Hope you enjoy it!
- Alex
Credits:
Unreal Engine Cinematics: AlexS189
Motion Capture Tools: Rokoko Smartsuit Pro
Additional Credits: Star Wars Assets - EA/DICE Star Wars Battlefront II Additional Textures - Quixel Megascans
Matt Berry Dialogue Sources:
Toast Of London The IT Crowd What We Do In The Shadows
Additional Star Wars Audio for Mixing: EA/DICE Star Wars Battlefront I & II Star Wars Ultimate SFX CollectionWork FASTER In Unreal Engine | Unreal Engine TutorialAlexS1892022-01-02 | I often mis-click things so for me it's definetly up there as something that slows me down. Here's a quick look at how you can set up your levels to avoid it and be more productive overall!
▬ Chapters ▬▬▬▬▬▬▬▬▬▬
0:00 My problem with UE 0:18 Layers vs Levels 0:48 Quixel Example 1:15 Setting up Sublevels 3:00 Common Problems and Fixes 3:43 Easier Lighting Using This 3:50 Outro
▬ Additional Information ▬▬▬▬▬▬▬▬▬▬
Managing Multiple Levels Documentation:
docs.unrealengine.com/4.27/en-US/Basics/Levels/LevelsWindowSIMPLE Cinematic Lighting | Unreal Engine TutorialAlexS1892022-01-02 | Lighting a shot can be hard. Here is the workflow I follow in Unreal Engine to bring characters to life and make the entire process nice and simple!
▬ Chapters ▬▬▬▬▬▬▬▬▬▬
0:00 Intro 0:10 What we are going to do 2:13 Lighting Sublevel 2:42 Exposure Settings 3:42 How we will light the shot 4:35 Adding our first light 6:58 Adding details 7:35 Quick Timelapse 8:44 More Details 9:34 Adding colour to the bulb 10:20 Softer shadows 11:11 Refining the other lights 15:34 The SECRET To Bring A Face To Life 16:26 An Example of Faking It 18:30 Outro
While writing this ai realised I neglected to show how to add a level visibility track! Oops! They're very simple to add, here are step by step instructions.
1 - In sequencer, right click and then in the menu add "Add Level Visibility Track". 2 - In the track that appears, simply unhide all the levels you want to be visible and hide the ones you don't. Then right click the visibility track and select "Add from current state". Done!EASIER Animation In Maya. How to export shots. - UE4 to Maya WorkflowAlexS1892021-12-21 | This is the first in a tutorial series i'm going to add to over time. It is going to be filled with standalone tutorials and explanations of different workflows I use in Unreal Engine and Maya more generally and can be applied to almost any project.
The work I do in these tutorials will be actual work that goes into creating short films in Unreal Engine. They will almost all be using Star Wars assets, since that's what im interested in creating, however the same methods can be applied anywhere.
This first episode is about exporting cameras from Unreal Engine to Maya (2020). It's a neat little trick that allows animators to see a 1:1 representation of the shot in Maya, without needing to install Unreal Engine. This is a great technique if you want to expand your team.
In the video I mention the Red9 Studio plugin. Here is a link to the plugin on the Autodesk website:
The asset pack contains the RAW data I exported from Rokoko Studio, it is not cleaned up by any means and requires a good amount of animation work to get looking good.
We spent a lot of time cleaning it up for Fallen Angel to get the quality we wanted. These were also recorded while I was still learning how to use the kit effectilvey and in less than ideal conditions so some things aren't quite right.
This pack is intended as a resource for folks who can't afford a mocap suit of their own but want to learn a bit about animation and/or create content. It is totally free and only contains animation data I recorded myself.
The files should work fine with any package of your choice that supports FBX files. You will need to do your own research into how to use it theere though.
Anyway, hope this is useful to somebody and have fun! Be sure to watch the video linked above if ou haven't!
This is a quick montage of some cool little behind the scenes clips showing off some of the workflow for the animation as well as showing off some of the progression from start to finish.
The main workflow showcased is a non linera workflow for blocking out shots where the shots would be created in Unreal Engine, then the camera data was exported out and set up in Maya where the animators could work to the actual shot framing and time ranges used so that theycan optimise their effors and only work on parts which would actually be shown on screen.
Music Used: The Dark Trailer - soundbay Link: bit.ly/2CEt3qa Youtube Link: youtube.com/watch?v=dAdKOHG12fI[Was Live] Fallen Angel BTS Content [UE4]AlexS1892021-09-25 | Creating some Broll for some behind the scenes content I'm working on for Fallen Angle. Come join and chill out while I pose and light a couple of characters for a simple turntable.FALLEN ANGEL - A Star Wars Short Film [4K]AlexS1892021-09-18 | Many years after the battle of Mustafar left him scarred and broken. Anakin Skywalker visits the resting place of his wife, Padme Amidala.
Directors Notes: This short was created for the Star Wars short film competition, run by Cinematic Captures, for the Animated Film category.
I'm very proud of the work that went into this from everyone on the team, especially considering the quick turnaround time (approx 2 months) to create this outsie of other daily commitments. There's a few things i'd love to fix like the helmet not being quite right plus some additional work on the head models for Anakin. But all things considered it came far better than I hoped. I hope you enjoy this short.
Additional Unreal Engine Marketplace Content Used: Ultra Dynamic Sky Niagara Realistic Starter VFX Water PlanesTAG - Unreal Engine 4AlexS1892021-03-06 | This is what will, hopefully, be a debut into some content made using Unreal Engine after being inactive for quite some time now. Switching from Star Citizen to Star Wars!
___ Credits
3D and Audio Assets from
Star Wars: Battlefront II by DICE and EA
Shaders
rebuilt by AlexS189 using assets from Quixel
Character shader built by FiendishFeather
Lighting and Environment
- AlexS189
Motion Capture from Truebones.
Retargeting and Cleanup by AlexS189
Rendered in Unreal Engine 4Rail Rifle - WIP Maya PlayblastAlexS1892019-10-12 | This Planetside 2 video has sat unlisted on my channel for about 3 years now and I never finished it. Figured it deserved to be deleted or made public. So here's an old playblast of it.Commentary | Cinematic Blocking | CryEngineering Ep.6AlexS1892018-04-11 | Bulkheads Discord: discord.gg/A4zaZkn
Official Cryengine documentation: http://docs.cryengine.com/display/CEMANUAL/CRYENGINE+V+ManualMaking Of | Letters From Vega Part 1 - OverviewAlexS1892018-04-07 | In this video I will give you a peek under the hood of the production of Letters From Vega part 1. It includes some footage recorded at various stages of the production as well breakdowns of the processes used and lessons learned. This was recorded in January 2018 so some details won't be 100% accurate.
This was not originally intended to go live and another version was planned. However life is getting in the way and preventing me from redrafting it so it is going live now. Apologies for the sub standard quality at a couple of points in the video.
In this video I talk about the process of exporting an asset out of Cryengine and how to modify and import it back into engine. I also make some mistakes and leave them in so you guys can see how they're fixed.
In this video I go over a way of setting up a basic ship rig for cinematics in Cryengine and the limits of them. In the next video I will continue this by going over how to set up a similar version using the character tool and how to get around the limitations of this by converting the assets. The same process can be used for general modification of existing assets.
In this video I go through the process of making a very basic set, RSI pilot character and how to set up a short cinematic sequence.
In this series I only cover the topics which would be unique to Star Citizen or relevant to what you would be doing when creating cinematic content in the engine, as such I will often reference and link to official tutorials from Crytek or other videos and articles from the community.
"Make no mistake. The Vanduul are coming again. And right now we are not equipped to handle them" Col. Bradley Crandall, New Corvo, Vega II, Oct 5th 2945
With many in the UEE senate arguing that expenses towards the UEE military are excessive and with Vanduul activity in the system greatly decreased. Dalynn Cross and Eddie Daniels are sent to Aremis, Vega II, to visit one of the planets military installations and document the base operations.
Directors Notes:
Letters From Vega is one of the most ambitious cinematic projects ever undertaken within the Star Citizen community. With immense sets, an exceptionally talented cast and a no limits attitude Letters From Vega is well worth the wait. We hope you enjoy this trailer giving you a preview of the episode to come.
In this video I go over how to use Dymeks tool to convert Star Citizen 3.0 assets for use in Cryengine. In this series I will be looking at Cryengine for the purposes of cinematic production rather than game development. will often reference other material such as tutorials from other creators or the documentation and all links to relevant or mentioned material will be found in the description.
In this video I go over the template for the LayerBlend shader which I created for use with Star Citizen assets. This can be used to reconstruct the textures which are used in the game and use to quickly render legacy textures for Cryengine work. Or you can just use it in Maya!
LINKS:
Coming soonTmP72 Commercal BTS | The Engine TimelapseAlexS1892018-01-23 | Watch the P72 commercial here: youtu.be/z94NOM-QGG4
This timelapse shows some of the work that went into creating the engine explosion sequence in the P72 commercial. I apologise for the video quality, this timelapse was created from a live stream recording and is therefore not up to as high a standard as I would like.
Music: Running In the Night, FM-84P72 Commercal BTS | Creating the Ship TimelapseAlexS1892018-01-21 | This timelapse shows how the Merlin asset was modified to look like the Archimedes.P72 Commercial BTS | Set Tour and Other ThingsAlexS1892018-01-19 | Watch the P72 commercial here: youtu.be/z94NOM-QGG4
This is a tour of the P72 set and a description, going into more detail than I intended, of how it was made. If you have any questions I'm happy to answer them :)Kruger Intergalactic P72 Archimedes Commercial [Unofficial]AlexS1892018-01-16 | What do you desire?
The second in a lineup of ships from Kruger Intergalactic. Created with the same passion for exploration as the earlier Merlin. The Archimedes is lighter, faster, stronger and much more stylish.
Voice Over: Alan Watts Music: The Way - Zack HemseyAlexS189 | Cinematic Reel 2017AlexS1892017-12-29 | This is a reel showing my most recent cinematic work utilising CryEngine, After Effects and Premiere for final editing.
Additional animation and rigging work for the faces and character assets are done in Maya 2016. Motion capture animation is captured using ipiMocap and processed in Motionbuilder 2016. A detailed list of the showcased projects are listed, in order of appearance, below.
This is a timelapse showing how the majority of the short was created using CryEngine and Maya!
Music: Neo Tokyo - Scandroid, Dance With The Dead
Bulkheads: Short 06 - Maintenance [Star Citizen machinima] _________________________ Support this project through Patreon: patreon.com/Bulkheads Follow us on twitter: twitter.com/Bulkheads_SC
_________________________ To take care some maintenance issues, one of the crew members 'volunteered' to go into the ventilation system to do a reset of the system. Unfortunately for him, some other creatures took up residence in the vents and he is now trespassing.
_________________________ Created on CryEngine 3.8.6, using many builds of Star Citizen and a bunch of custom/modified assets. _________________________ To check out more about Star Citizen, check these websites out! robertsspaceindustries.com https://www.youtube.com/user/RobertsS...
Star Citizen is an upcoming space trading and combat simulator video game for the PC Platform. Star Citizen will consist of two main elements: a persistent world massively multiplayer on-line game mixing elements of 1st person space combat and interstellar trade (known as Star Citizen) and a branching single-player and drop-in co-operative multiplayer campaign (known as Squadron 42), together with customizable private server and modding components. _________________________ Enjoy!
-The Bulkheads production team.Bulkheads, Maintenance Short | The Vanduul TimelapseAlexS1892017-12-19 | Watch Maintenance here: youtu.be/WQyqUT32fdE
This is a timelapse showing how the Vanduul was brought into the Bulkheads Short. With some lovely musi extracted from Star Citizen. Full short description:
Bulkheads: Short 06 - Maintenance [Star Citizen machinima] _________________________ Support this project through Patreon: patreon.com/Bulkheads Follow us on twitter: twitter.com/Bulkheads_SC
_________________________ To take care some maintenance issues, one of the crew members 'volunteered' to go into the ventilation system to do a reset of the system. Unfortunately for him, some other creatures took up residence in the vents and he is now trespassing.
_________________________ Created on CryEngine 3.8.6, using many builds of Star Citizen and a bunch of custom/modified assets. _________________________ To check out more about Star Citizen, check these websites out! robertsspaceindustries.com https://www.youtube.com/user/RobertsS...
Star Citizen is an upcoming space trading and combat simulator video game for the PC Platform. Star Citizen will consist of two main elements: a persistent world massively multiplayer on-line game mixing elements of 1st person space combat and interstellar trade (known as Star Citizen) and a branching single-player and drop-in co-operative multiplayer campaign (known as Squadron 42), together with customizable private server and modding components. _________________________ Enjoy!
-The Bulkheads production team.Letters From Vega | Announcement TeaserAlexS1892017-08-16 | Letters From Vega is a short series which will tell the story of the of the Battle for Vega like it has never been told before. Set on the planet Aremes, on the outskirts of New Corvo, we follow the journey of Dalynn Cross and Eddie Daniels as they come to terms with the circumstances they find themselves in.
LFVII marks the culmination of many months of research and work both within and outside of CryEngine to completely change the way fan machinima is created now and in the future with Star Citizen. _________________________
_________________________ Created on CryEngine 3.8.6, Maya 2016 and Motionbuilder 2016, using an old build of Star Citizen along with additional rigging and animation work using Maya and MB.Out Of Order | Star Citizen Machinima ShortAlexS1892017-07-28 | Somebody has been slacking....
This is a small video I made to test out the process of recording full body motion capture with two Kinect V2 sensors. The distraught character on his knees is the mocap recording here. It isn't perfect by any means but its the start of a long and epic journey!
Credits:
Sound editing by Hybrid V Voice acting by Sam ParishDispose - Production Timelapse [SaR]AlexS1892017-07-25 | Watch SaR here: youtube.com/watch?v=vwhc9UJkNoQ
In this recording I create the MPUV assets I needed and animate the disposal of the wreck.
In this recording I create a character animation in Maya and port it into a Gladius cockpit in CryEngine!
Music - A Race Against Time - PylotTutorial | Convert Star Citizen Sounds | The Next Level Ep.3AlexS1892017-07-18 | In this tutorial I show the process of extracting and converting the majority of the Star Citizen sound files and have a slight mental breakdown due to how awesome they are!
Credit goes to FiendishFeather for inspiring the idea of "The Next Level" branding for the tutorials!Building a Racetrack | Star Citizen MachinimaAlexS1892017-07-16 | Building a small racetrack in an asteroid cluster.Hangar Entry - Production Timelapse [SaR]AlexS1892017-07-15 | Watch SaR here: youtube.com/watch?v=vwhc9UJkNoQ
Before I knew how to port my own assets into CryEngine I had to improvise. I'm very happy I hit record when making this as this shows how I built the ship hangar and brought in the custom Gladius asset without having to bring it into the engine!
The Gladius was composited into the shot using Element 3D and After Effects!
Music: Power Glove - Maximum PotentialSaR | Star Citizen Machinima ShortAlexS1892017-07-11 | Stranded on deep space Lt Travis Moore is on a collision course with Vega, the systems star, and begins to remember the events that left him stranded.
Some BTS notes, spoilers ahead:
This is a project made over the course of several months, interrupted by RL obligations and the transition from using After Effects and other dedicated animation software to using CryEngine as the rendering and animation engine (for ships). Although it changed during production the core of the project always remained the same. A remaster of the opening for the classic shooter game Descent 3 in a Star Citizen setting.
Moving forward all work will be rendered using CryEngine for Star Citizen content though elements such as character animation and other UI or post production elements will be created using After Effects! The flashback sequence marks the first major use of CryEngine with the hangar being one of the first scenes built after other ideas fell through.Channel Update - July 2017AlexS1892017-07-03 | I am up to a lot of stuff without much posting on the YouTubes so I thought it would be best to make a quick video of some ramblings and Cryengine/Maya footage.
tl;dw -
I am working on Mocap stuff for the future, yes. I am planning for all future work to have motion capture performances! I really cannot wait to show you all what I am working on with some very talented people!
I am going to start streaming on twitch when the opportunity arises, the timetable is dependant on my RL schedule as well as the type of work I am doing at that time. The content of the stream will be almost entirely WIP content which I am working on live, I'm always keen for a chat so come along!
I have also been working hard on learning the ins and outs of cryengine, particles are fun!Tutorial | Using The Star Citizen Character Animation Rig | The Next Level Ep.2AlexS1892017-06-10 | This video is a tutorial which demonstrates how to port animations made using my SC human animation rig into CryEngine 3. The process is surprisingly very straightforward!
You will need a few things for this including the kit, you can find the download in the Spectrum thread in the following link:
Credit goes to FiendishFeather for inspiring the idea of "The Next Level" branding for the tutorials!Dont Ask... | CryEngine Animation Rig Debut!AlexS1892017-06-09 | Ok since you asked I'll explain. This is my brand new rig in Maya for animating human characters in CryEngine with some really neat tools built into it. A couple of things don't work property yet, actually it is just the Forward Kinematics in the arms but the Ik setup works fine so i can do plenty with it!
The potato quality is due to this all being done on my laptop rather than my main PC which I can't access until the 18th.
I will be releasing this in the near future, I just need to make some guides explaining how to use it first. The music is a track from Rocket League I think, it just came up in my playlist and I had to make this recording!Star Citizen | Squadron Hangar ConceptAlexS1892017-05-18 | This is the next part of my journey into CryEngine and Star Citizen. This is inspired by the hangar bay seen in the Battlestar Galactica series and is completely unoriginal. in fact, I shouldn't have even made this! But I did anyway, and I made it on a stream, so have a video with some stuff in it. This will also likely be a set for some other things in the future but I haven't decided yet. Definetly have some ideas though!
This is a live-stream I did of how to port assets into CryEngine and some of the process of applying the materials and textures to them. The ship doesn't look identical to in game in the end but since the point was to direct people in how to go through the process it doesn't matter too much.
Here are some very important links! It has tools and useful info.
Create your own art using RSI assets thread (must read):
Credit goes to FiendishFeather for inspiring the idea of "The Next Level" branding for the tutorials!Star Citizen | Fighter Hangar ConceptAlexS1892017-05-06 | I loaded up CryEngine the other day and began doing stuff. Next thing I knew I had spent an entire day making a Hangar for a fighter aircraft based off of old British architecture I remember from when I spent time taking flying lessons of an ex RAF base.
There will be more content!
Here is a link to the music which was used, is is from the S42 vertical slice that was never shown:
youtube.com/watch?v=IDknYOB45y4&feature=youtu.beStar Citizen | Kruger Intergalactic P52 Merlin Commercial [Unofficial]AlexS1892017-04-18 | Brave The Stars. The first in the lineup of ships from Kruger Intergalactic. Developed in partnership with Robert Space Industries the Merlin provides a compact and sleeker alternative to short range exploration of new found worlds. The snub fighter also shows great promise as a mid tier racer.
Credits:
Voice Acting - Radlock
Writing, initial Concepts & Space Engine Footage - P4nda
Visual FX & Shot concepts - AlexS189Merlin Project Out NOW! | Old Preview Recorded In JulyAlexS1892017-04-17 | This is an old preview I made for the TNGSC podcasts last July (hence July Update). The final commercial will be released the day after uploading this video (the 18th)!
Be sure to check out the TNGSC competition playlist here: youtube.com/watch?list=PLksOwUVI2PYMbefGNBK8VRc5JUCRD8AoX&v=rhSWnMdDzxABrave The Stars | Alternate Merlin TeaserAlexS1892017-03-26 | This was the alternate version of the P52 Merlin teaser I released a couple of weeks back. It features Radlock and the commercial motto and some sound effects that is but the envy of even Christopher Nolan!
Bwaaaaaaaaaaaaaaaaaaaaaaaaaaaa
Credits:
Voice Acting - Radlock
Writing, initial Concepts & Space Engine Footage - P4nda
Visual FX & Shot concepts - AlexS189Star Citizen | P52 Merlin Commercial - TeaserAlexS1892017-03-07 | During the months between February and November of 2016; Radlock, P4nda and I worked on an unofficial commercial for the P52 Merlin in Star Citizen. The video has been ready to go for a while however it is for a competition known as "The Next Great Starship Commercial" so release has been stalled for the past few months. However the wait is nearly over!
Visual FX & Shot concepts - AlexS189SaR BTS | Gladius Mask [Read Description]AlexS1892017-02-26 | A little description about what this is:
One of the shots requires a Gladius to pass through a shield and the coolest thing about sci-fi shields are scan lines when an object passes through them, like if you put your hand in a laser in a night club. Looks cool right?
So to do that I need a mask for the effect to follow. This isn't perfect but does the job, I rendered it to reduce load times in the next few stages.