The knight in your first part seemed like more of a badass tbh. Also as other people have said, water interactivity is the way to imrpove this. Use distance field generation and create a shader function. This will make the sword interact, then you can add invisible cubes to your characters to make them interact too. Your lighting is also different in this version, more light and less definition. My advice is use weather to your advantage. Dont use your characters talking to move the scene forwards, make it start raining instead, add niagara drops to the surface of the water and the materials on the character and then use slow motion to your advantage. Take references from things like 300 to make sure your scene has a start a middle and an ending with some punch, like something unexpected happening. Just some advice, i really liked part 1 and with some more time i think bringing this to the same level would be well worth it.
What he's trying to say is there's no weightiess to the swords or armor. You can't get thst with motion capute unless you are actually strafing weights to yourself and holding a heavy long object in your hands. There are a few ways to get this post. The most common way is probably just haad animating a bit and tweaking the mocap. Cascadeur is amazing at this, and would probably handle most of it automatically. A FANTASTIC reference for weighty sword fights go watch the blizzard knight animation cinematic. The one that's kind of a meme with the sigma knight lol. Some of the nicest fights I've ever watched. Keep it up!! Ed. Video was from Bethesda, and it was the high isle launch trailer
Unreal Engine is mostly for games, but they have been making moves into the film production world for years now. Especially so with UE5. The Metahumans are for both games and films
Gorgeous work. I love your cinematography especially, looking forward to seeing more
Oooh! As a filmmaker, I love the camera angles, especially the first person view during the action! Thanks for the video! Dropping you a like!!
Much appreciated!
The knight in your first part seemed like more of a badass tbh. Also as other people have said, water interactivity is the way to imrpove this.
Use distance field generation and create a shader function. This will make the sword interact, then you can add invisible cubes to your characters to make them interact too. Your lighting is also different in this version, more light and less definition.
My advice is use weather to your advantage. Dont use your characters talking to move the scene forwards, make it start raining instead, add niagara drops to the surface of the water and the materials on the character and then use slow motion to your advantage. Take references from things like 300 to make sure your scene has a start a middle and an ending with some punch, like something unexpected happening.
Just some advice, i really liked part 1 and with some more time i think bringing this to the same level would be well worth it.
I like how he’s scared 2time but then he says enough let’s fight😂
Crazy camera angle and creativity. Keep making these
I love this so much! The water environment is admittedly a very big challenge for any scene 😂
One wonders how the knight can see anything through such a narrow slit! ah,ah!!!
Yeah he's not a great knight, admittedly
Great work! Tutorial please!
Your work is admirable but the movement of the characters in the water is not good
Yeah I need to add capsule colliders around the legs to create waves. Is that what you meant? Or the knight being held underwater?
@@NorthwoodsInteractive Yes, that's what I meant
What he's trying to say is there's no weightiess to the swords or armor. You can't get thst with motion capute unless you are actually strafing weights to yourself and holding a heavy long object in your hands. There are a few ways to get this post. The most common way is probably just haad animating a bit and tweaking the mocap. Cascadeur is amazing at this, and would probably handle most of it automatically. A FANTASTIC reference for weighty sword fights go watch the blizzard knight animation cinematic. The one that's kind of a meme with the sigma knight lol. Some of the nicest fights I've ever watched. Keep it up!!
Ed. Video was from Bethesda, and it was the high isle launch trailer
How did you change the body?
It was changed in Maya
Is this mainly made for games or just films?
Unreal Engine is mostly for games, but they have been making moves into the film production world for years now. Especially so with UE5. The Metahumans are for both games and films
bro,, let's update this project with liquigen. hit me up if you feel like doing so
0:55 comedy water effect ? bad
Thank you!
@@NorthwoodsInteractiveNo Thank