M1 Master Could it be more Unreal?

Team

  • Dominic Brien
  • Till Falkenberg
  • Jördis Liermann
  • Max Linke
  • Marino Gabel
  • David 'Holzi' Holz
  • Rika Petersen
  • Hendrik Kiewitt

Supervision

Prof. Dr. Tobias Lenz
tech stack

Development

  • Unreal Engine 5
    Unreal Engine 5 was our main tool.
    We built our project and put all small parts together as one.
  • Steam
    We were able to play Could it be more Unreal? with Steam multiplayer using the Advanced Steam Sessions plugin.
  • MetaHuman
    MetaHuman is a framework that enables anyone to create highly realistic human characters.

Modeling

  • Blender
    Blender is a 3D content creation software and was used to create assets for our project.
  • Quixel Bridge
    Quixel Bridge is an asset marketplace containing thousands of real-world scanned 3D assets (Megascans) and surfaces.

Brand Design

  • Illustrator
    Adobe Illustrator is a vector based graphics program for creating the icons of the radial menu and the graphics for the tutorial screen.
  • Indesign
    To create a quick storyboard, a self-created template in InDesign was used. This gave us the opportunity to iterate more quickly in the process of finding the visual language for the trailer.

Texturing

  • Photoshop
    For editing some textures from the version downloaded online or masking out the people for better photogrammetry results, Adobe Photoshop was used.

Photogrammetry

  • Meshroom
    Free photogrammetry tool to turn our photos into rough 3D-Models for the busts in the final part of the demo.
  • Polycam
    Polycam was used for photogrammetry scans where Meshroom did not give the desired result. Polycam seemed promising at first because it uses a Lidar sensor in addition to the images, but in the end only the Photo mode was used because it provided a higher level of detail.

Communication

  • Discord
    We kept very close contact via Discord as a team and exchanged information almost daily via chat.
  • ZOOM
    ZOOM was used for meetings with our supervisor Prof. Dr. Tobias Lenz every two weeks. We discussed our current progress and talked about how to proceed.

Version Control

  • Git (HTW GitLab)
    Git is a free software for distributed version management of files. In this project, Git was used in combination with the Large File System. Git turned out to be the most cost-effective solution, but not necessarily the best technical combination with the Unreal Engine.
  • SmartGit
    SmartGit is a graphical Git Client that was especially useful for selectively reverting unwanted changes on branches so they could be safely merged into the main branch.

Other

  • Miro
    Especially in the idea generation process, a Miro Board was used analogously to a classic whiteboard. Classic brainstorming techniques were used, mood boards were created and ideas were visualized as well as discussed.