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+34 630 443 367 info@ut-hub.com

Official Epic Games

Virtual Production Training

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UNREAL CONNECTOR STORYTELLING

Enroll Now! Next Call April 2024

Epic Games
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Epic games Certification

CONNECTOR PROGRAM PARTNER

LEARN ABOUT

UNREAL CONNECTOR

Unreal Connector is a training program specialized in Virtual Production in which Epic Games and UT-HUB push the audiovisual industry to the next level.

Start date:

April 2024

Duration:

10 weeks

Intensity:

3 afternoon/week.

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Program objectives

We pursue two main goals with our Unreal Connector program:

Building the professionals of the future

At UT-HUB we have a commitment to all the professionals we train: to provide them with the necessary tools to discover new talents.

Boosting the Virtual Production industry

From UT-HUB, we have proposed to support this industry hand in hand with Epic Games, so that we generate new multidisciplinary professionals who adapt to this changing industry.

 

To whom it is addressed

Unreal Engine is a software that helps many professional profiles.

Industry professionals

Diverse profiles that come from traditional practices in the film industry and want to take the step towards new techniques.

UE experts who want to enter M&E industry or similar

Professionals who want to focus their career on the audiovisual world and participate in audiovisual projects.

Unreal Connector profesionales connector

 

Boost your career

Design a successful profession thanks to:

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Virtual Production with Unreal Engine

Unreal Engine never ceases to amaze thanks to its real-time 3D capabilities, it is a unique tool that will allow you to turn your ideas into a differential product with hyper-realistic quality.

Support from active industry professionals

Learn about the experiences of unreal technicians who today work with the engine in audiovisual productions for film and television.

Get to know the work of the alumni

We have professionals and alumni that we have helped in Unreal training projects such as Fellowship, Summer of Unreal and VES. Here you have the final result of some of them, they are spectacular!

Classes

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Introduction to Materials

Materials

Learn the use of the material editor, as well as the basics of Physically Based Rendering (PBR) in Unreal Engine.

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What is it?

We will explore the Material Editor interface to begin creating our materials. To do this, we will learn how to use different expressions or nodes. For the creation of advanced materials, we will need to work with textures, so we will look at the methods of importing and familiarize ourselves with the formats that Unreal works with and the compression methods. Additionally, we will see what mipmaps are and what they are used for. Starting from these textures already imported into our project, we will begin creating our first material.

What will we cover?

  • Material Editor interface
  • Learning to use different expressions or nodes
  • Creation of advanced materials
  • Working with textures
  • Methods of importing, compression, and formats that Unreal Engine works with
  • What mipmaps are

 

 

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Ingestion of Static Mesh with FBX

Level

Introduction to the most commonly used file format for importing models to the EU, as well as to the different considerations to be taken into account for their correct import.

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What is it?

In this subject, we will learn to use common methods for importing content into Unreal Engine using one of the most widely used formats in the industry.

What will we cover?

  • Considerations to take into account when exporting files in FBX format.
  • Adjustments and modifications of meshes within Unreal Engine.
  • Textures and Lightmaps.
  • Creation of colliders.
  • Creation of LODs.
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Animation BP and Take Recorder

Animation

Learn the different techniques used to blend animations through the Animation Blueprint, as well as the use of the Take Recorder.

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What is it?

Learning to work with animations in Unreal Engine in the Animation Blueprint using various animation blending techniques as well as using the Take Recorder to capture animations.

What will we cover?

  • Controlling and blending animations in the Animation Blueprint.
  • Implementing physics in animations.
  • Learning to use the Take Recorder plugin to capture our animations.
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Atmospheric Lighting

Lighting

We will study in depth the technical aspects of lighting focusing on the creation of fog and volumetric materials for our post processing volume. Finally, we will analyze lighting optimization.

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What is it?

We will delve into the most important aspects of lighting regarding its operation and performance. We will start with creating effects supported by our Post Processing Volume, and from there, we will take a look under the hood of the engine to understand its operation, optimization, and additional tools it offers in depth. Finally, we will review the different methods of lighting construction (CPU and GPU). To conclude, we will focus on strategies for creating lightmaps for static lighting and mesh distance fields for dynamic lighting.

What will we cover?

  • Post-process effects
  • Lightmass configuration
  • Scene optimization
  • Lightmass Portals
  • Creation and optimization of lightmaps
  • GPU Lightmass
  • Volumetric lighting
  • Mesh Distance Fields
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Introduction to optimization

Optimization

When working in real time, it is very important to know how to manage and balance the resources of the project so that it has an optimal execution time. We teach you how to analyze projects well to find the weak points in their performance and solve them.

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What is it?

In real-time rendering, each frame must be rendered within a very small time frame for our project to run smoothly. Optimization allows us to understand the different tools that allow us to improve rendering time and identify the bottlenecks in our project so that we can solve them.

What will we cover?

We will explore the main concepts, tools, and techniques that we need to consider to ensure that our projects run optimally and efficiently. From basic tips before starting the project to everything we need to consider in our pipeline to avoid unnecessarily loading the project’s performance. We will also learn how to identify potential performance issues and how to solve them. Finally, we will explore how to use ray tracing to minimize the impact on our project.

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Introduction to Control Rig

Animation

In this course, we will learn what the Control Rig tool is for, we will see how it works and we will explain its main functionalities.

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What is it?

We will explore the Material Editor interface to begin creating our materials. We will learn how to use different expressions or nodes. For the creation of advanced materials, we will need to work with textures, so we will look at the methods of importing and familiarize ourselves with the formats that Unreal works with and the compression methods. Additionally, we will see what mipmaps are and what they are used for. Starting from these textures already imported into our project, we will begin creating our first material.

What will we cover?

  • Material Editor interface
  • Learning to use different expressions or nodes
  • Creation of advanced materials
  • Working with textures
  • Methods of importing, compression, and formats that Unreal Engine works with
  • What mipmaps are
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Alembic import with Live Link

Animation

Learn how to import Alembic and preview them through Live Link.

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What is it?

Discover how to import Alembic files and preview them in real-time using Live Link. Considerations to keep in mind in external modeling software for use in Unreal Engine.

What will we cover?

  • Importing, exporting, and playing Alembic animations.
  • Using the Live Link plugin to connect Maya with Unreal Engine.
  • Importing assets from Blender.
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Ray Tracing & Pathtracer

Lighting

We will study the different direct and indirect lighting calculation methods present in Unreal Engine ray tracing for lighting calculation. After we have established the main concepts, uses and advantages we will see how to pass the calculation of the engine from Biased to Unbiased for more accurate results.

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What is it?

Ray tracing methods for calculating direct and indirect lighting in render engines are nothing new. What is revolutionary, however, is the ability to do this in real-time in open-world levels. We will study the advantages of using these lighting methods compared to rasterized or pre-calculated methods, as well as ways to integrate them with each other to achieve the best visual quality without sacrificing performance.

What will we cover?

  • What is ray tracing and what are its applications?
  • Biased vs. Unbiased render engines.
  • Differences between pre-calculated lighting vs. rasterized vs. ray tracing.
  • Advantages and limitations of ray tracing.
  • Lumen Vs Ray Tracing.
  • Path Tracing as an alternative for offline rendering.
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Masks and material functions

Materials

The creation of instances and functions are tools that help us when creating and working with our materials.

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What is it?

The creation of more elaborate Parent Materials by extending their functionalities. This involves creating and using Material Functions, understanding their use within the material creation workflow.

What will we cover?

  • Creating a Parent Material
  • Setting parameters for material functionalities.
  • Building Material Functions and understanding how they work.
  • Using Material Instances to control UVs, switch between a uniform color or use a texture, as well as working with Material property values.
  • Employing Material Functions to create an emissive material and add real light, and creating a “masked” material to determine which parts will be rendered and which will not.
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Introduction to Animation

Animation

You will learn the basics of animation in Unreal Engine as well as the import of skeletal mesh and its subsequent use in animations.

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What is it?

Learning the basics of animation in Unreal Engine to create animations using skeletal meshes, utilizing the editors and assets associated with skeletal meshes.

What will we cover?

  • Basic concepts
  • Importing animations and skeletal meshes
  • Connecting the different assets related to animation such as skeleton, skeletal mesh, animation, and animation Blueprint
  • Using sockets to add static meshes to skeletal meshes
  • Adjusting animations using Additive tracks

 

 

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World Building for Virtual Production

Level

We will establish the basis for the construction of virtual scenarios, we will take a look at various work pipelines, methods of importing and editing assets, as well as the management of our digital levels.

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What is it?

We will analyze the general industry pipeline, where we will study the most common tasks and emphasize the decision-making process for level creation with Unreal Engine. From this point onwards, we will rely on the various platforms that Epic provides us for importing materials and 3D models, as well as the tools available within the engine for editing them. We will also explore level creation strategies, loading elements, and finally, we will take a brief look at creating Foliage with the automated tools included in the engine.

What will we cover?

  • Introduction
  • Quixel Mixer
  • Variant Manager
  • Level creation and management
  • Incorporating assets into the scene
  • Foliage
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Introduction to Sequencer

Sequencer

Unreal Engine has an editor that allows us to visualize and edit cinematics in real time. With sequencer you can not only direct cameras but also animate characters.

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What is it?

Learn color management techniques within Unreal Engine. We will study different workflows to colorize our projects, focusing on giving them a cinematic look. We’ll explore the handling and use of exposure tools within the engine and how to translate that information to physical cameras. Finally, we will dive into Sequencer, where we will analyze different rendering methods, from single-frame captures to complex animations. We will study the most important console settings and parameters to fully utilize the capabilities of Unreal Engine.

What will we cover?

  • Color management workflow
  • Creating look and feel using Post Process
  • Look Up Tables
  • General color management – Open ColorIO
  • Cinematic camera depth of field
  • Post-Process volumes
  • Sequencer – Movie Scene Capture
  • Movie Render Queue
  • Console variables
  • Common issues
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Post-processing and rendering

Rendering

Learn about Unreal Engine’s versatile real-time post-processing tools, advantages and industry usage.

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What is it?

We will learn color handling and management techniques within Unreal Engine. We’ll explore various workflows for colorizing our projects, with a focus on achieving a cinematic look. We’ll delve into the use of exposure tools within the engine and how to transfer that information to physical cameras. Finally, we will dive into Sequencer, where we will analyze different rendering methods, from single-frame captures to complex animations. We’ll study the most important console settings and parameters to fully utilize Unreal Engine’s capabilities.

What will we cover?

  • Color management workflow
  • Creating look and feel using Post Process
  • Look Up Tables
  • General color management – Open ColorIO
  • Cinematic camera depth of field
  • Post-Process volumes
  • Sequencer – Movie Scene Capture
  • Movie Render Queue
  • Console variables
  • Common issues
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Creating shots with VCam

Sequencer

With the Virtual Camera tool you can connect your iOS device directly to the engine and use it as a virtual camera to not only do virtual scouting, but also record different shots.

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What is it?

We will explore the Material Editor interface to begin creating our materials. We will learn how to use different expressions or nodes. For the creation of advanced materials, we will need to work with textures, so we will look at the methods of importing and familiarize ourselves with the formats that Unreal works with and the compression methods. Additionally, we will see what mipmaps are and what they are used for. Starting from these textures already imported into our project, we will begin creating our first material.

What will we cover?

  • Material Editor interface
  • Learning to use different expressions or nodes
  • Creation of advanced materials
  • Working with textures
  • Methods of importing, compression, and formats that Unreal Engine works with
  • What mipmaps are
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Intro to UE5 - Lumen, nanite, worldbuilding UE5

Quickstart

Unreal Engine 5 is the new version of Epic’s engine where we will find new features and tools such as Lumen, Nanite, World Building, etc.

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What is it?

In this course, we will learn to use the new version of the engine developed by Epic, as well as its new incorporated tools.

What will we cover?

  • Using Lumen
  • Understanding and utilizing Nanite
  • Using the World Building tool
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Quixel: Installation, pipeline and usage

Materials

The Quixel Suite provides us with a series of tools that facilitate the creation and management of assets.

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What is it?

We will learn to install and use the different tools from the Quixel Suite as well as various techniques used in asset creation.

What will we cover?

We will conduct a review of the Quixel suite, which includes the Bridge and Mixer tools, both connected to the extensive library of high-quality scanned assets known as Megascans. We will install the software to work with Unreal. Additionally, we will understand the Quixel and Megascans ecosystem and the use of Bridge as a management tool for asset selection and acquisition. Furthermore, we will delve into Mixer, a powerful tool for asset modification using non-destructive methods.

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Translucent, Displacement and VFX

Materials

In this section we will learn how to create more advanced materials, such as translucent materials, vegetation materials and displacement.

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What is it?

We will learn to create more advanced materials such as translucent materials, materials for vegetation, and displacement, exploring different shading profiles and the creation of advanced Material Functions.

What will we cover?

  • Translucent elements pose a challenge for real-time engines. We will create and modify translucent materials to achieve high quality.
  • Generating displacement through texture adds detail to our objects in the scene; therefore, we will work with displacement and explore the nodes to use for this purpose.
  • Creating vegetation is an important task for realistically generating our scenes, and for this, we will use specific shaders to represent it as naturally as possible.
  • We will add certain effects to our materials to provide extra support to our VFX.
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Animation and crowd retargeting

Animation

We will learn how to perform animation retargeting in Unreal Engine, as well as the basics of Crowds simulation.

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What is it?

Discover how to perform animation retargeting in Unreal Engine to streamline the workflow when working with multiple meshes and different skeletons.

What will we cover?

  • Applying different animations to different skeletons.
  • Using retargeting to assign meshes to different skeletons.
  • Using basic AI to create random crowd animations.
  • Combining animations into one using composites.

 

 

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Introduction to lighting

Lighting

We will start with the fundamental concepts of lighting and its application within Unreal Engine, mobility states of lights, lightmaps and we will talk about the Lightmass render engine.

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What is it?

Let’s take your first steps in real-time lighting with Unreal Engine. In this class, we will study fundamental concepts within the field of lighting, definitions, and types of lights and illuminations in the engine. Then, we will explore the mobility states of lights, their properties, and configurations. We’ll take a walk through Lightmaps, their creation, and configuration hand in hand with Lightmass, which is the rendering engine for static shadows within Unreal Engine. Finally, we’ll conduct a thorough review of the different types of reflections and visualization methods in the viewport to keep our scene properly optimized.

What will we cover?

  • Understanding the three mobility states of lights.
  • Applying different types of light and properties in different scenarios.
  • Differentiating between static and dynamic lighting.
  • Efficiently using Lightmass to obtain pre-rendered shadows on geometries.
  • Using Lightmaps for optimal performance in the scene.
  • Taking advantage of the Lightmass Importance Volume and the Post Processing Volume.
  • Understanding and using the different types of reflections within Unreal Engine.
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Blueprints for Virtual Production

Blueprints

Unreal Engine is based on the well-known Visual Scripting programming language: Blueprints. This language is ideal for learning to program without knowing how to code, learn the processes of programming for virtual production!

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What is it?

Learning the basics of programming using Blueprints for Virtual Production.

What will we cover?

  • Learning the basic concepts of variables and functions.
  • Working on camera control through blueprints.
  • Creating tools to automate processes through the Construction Script.
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Shot creation with Sequencer for VP

Sequencer 

With the use of Unreal Engine for cinematics, the way of working has changed. You will understand how you can translate a cinematic idea directly into Unreal Engine.

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What is it?

With the use of Unreal Engine for cinematics, not just for video games, the way of working has changed. We will help you understand how you can directly translate a cinematic idea into Unreal Engine.

What will we cover?

  • We will explore what Virtual Production is and how to translate a cinematic idea into Unreal Engine.
  • You will learn how to organize your project, necessary plugins, etc. Sequencer interface
  • We will do a practical exercise to familiarize you with Sequencer.
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MoCap with Live Link Face

Animation

In this course, we will see how to capture facial animations using an IOS device.

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What is it?

Live Link Face is an application developed by Epic Games to capture facial animations and visualize them on characters in real-time.

What will we cover?

In this course, we will learn how the Live Link Face application works, how to capture facial animations with an iOS device, and how to apply these animations to our characters in Unreal Engine.

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Advanced Rig Control with UE5

Animation

We will see more advanced functionalities of the rig control tool such as, for example, automatically adapting to the size of different characters or animations adapting to the environment in real time.

More info

What is it?

Control Rig is a rigging system that enables riggers and animators to create dynamic, flexible, and procedural tools so that artists can modify and create animations more easily in Unreal.

What will we cover?

  • Advanced functionalities of the Control Rig tool.

Types of sessions

Discover how your training will be and our differential point: we create a networking network with active professionals in the industry.

Online on deferred

On a weekly basis, we will provide you with 3 recorded class sessions so that you can manage your training time.

Labs, Scrums and mentoring

Dedicated Scrum Labs where you can talk directly with a mentor assigned to your project and we will advise you!

Coffe hours - Happy Hours

Every day begins and ends with a networking session. Have a virtual coffee with us first thing in the morning or a beer at the end of the day – let’s chat!

Guest Speakers

We invited professionals who work on a daily basis with Virtual Production projects with Unreal to get to know different points of view of the workflow. Find references!

Price

 

The best for your training

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