I started this semester having never looked at or used Unreal Engine 4, so I had no idea how it worked or what kinds of things could be achieved. I have progressed from knowing nothing to being able to set up and render a complete scene. I learned the difference between basic shapes and BSP geometry and that BSP geometry is handy for creating more advanced environments because of its ability to be either additive or subtractive. I also learned how to import an animated character rig and set up a simple camera and lighting, and then how to render the complete scene out as a video or custom render passes. I had prior Maya knowledge, but I didn’t know about the ART v1 plugin, which allowed me to create my own proxy character rig for animation, which I thought was really cool.
I now have a greater understanding of the pipeline for an animated shot and I feel I've developed my knowledge a little bit in all aspects. I'm probably most confident with animating because I have had some experience animating in Maya and Blender before starting this unit. I would like to improve in all aspects, but if I had to choose one area that needs the most improvement it would probably be the visual effects stuff, like lighting and special effects.
I would like to do the Character Development stream for Assignment 2. As I mentioned previously, animation is the aspect of the pipeline which I am most confident working with so I feel that it's the obvious choice for me. I'm not sure yet which brief I'd like to choose but I'm leaning towards the second one: using an existing character rig, focus on integrating a high quality animated performance into UE4. I need to touch on skills from all responsibilities - character, cinematic, asset and visual effects development. I think the most important activities for me to focus on are character development and cinematics development, and if I stick with the second brief I think my main priorities will be things like character animation and materials, sequencer and rendering. If I wanted to do the first brief, my priorities would be proxy geometry modelling, character rigging, texturing and materials. To do well in the character development stream, I need to make sure I have a solid level of knowledge about how to create and animate character rigs and understand how they work, or how to import character models from an external source into Maya or whatever for animation. I would like to finish this assessment with a greater level of understanding of the pipeline.
I had a look at a few of the example job adverts on Blackboard, and the notice that CD Projekt Red put out for an animator interested me. It's relevant to the character development stream because the job responsibilities are all about animating characters and in-game objects. The daily responsibilities are all to do with character creation which lines up with the activities for the character development stream.
I already have experience with animation, so I want to keep learning and creating until my work is of high quality. I've basically only animated bipedal characters, but if I want to meet the requirements for this job I need to do more work with quadrupedal and other forms of character movement. I have knowledge of Maya so that is one requirement met, but a lot of the requirements are about work experience so I would need to probably do some work elsewhere before I'd meet these job requirements.
Some resources to help me in further developing my knowledge are Lynda tutorials, YouTube videos and the program documentation (Unreal Engine, Maya etc). I'm more of a visual learner; I pickup things more effectively by watching rather than reading. These resources will be beneficial because they're all resources which use visuals to help people learn more about the topic. Lynda will be especially helpful because tutorials have downloadable files which you can complete while the person does it in the video.