From Unreal to Screen: M2 Pipeline【Cinematic Deep Dive’25】

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December 17, 25

スライド概要

2025年12月10日に開催した「Cinematic Deep Dive’25」でのM2 Animationの講演です。

講演動画:
https://youtu.be/p9LbaCcFpgE

登壇者:
M2 Animation/ Filip Stanfeld 氏

Cinematic Deep Dive’25 再生リスト:
https://www.youtube.com/playlist?list=PLr_Cbd4sUDTz8CLo4h9-5NpMTyU3YYMoT

イベント公式ページ:https://www.unrealengine.com/ja/events/cinematic-dive-2025

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Unreal Engineを開発・提供しているエピック ゲームズ ジャパンによる公式アカウントです。 勉強会や配信などで行った講演資料を公開しています。 公式サイトはこちら https://www.unrealengine.com/ja/

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1.

Cinematic Deep Dive’25 FROM UNREAL TO SCREEN M2 Animation Unreal Series pipeline A brief story about our journey from offline rendering to final pixel in Unreal. #UECinemaDive

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WARHAMMER TV SERIES FROM UNREAL TO SCREEN o CHARACTERS: rebuilt for UE o TOOLS: Custom UI in Unreal o COLOR: Grading and ( fix it in ) Post #UECinemaDive

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AARHUS PARIS LOS ANGELES BANGKOK FEEL FREE TO HAVE A LOOK AT OUR WEBSITE #UECinemaDive

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EXPERIMENT #1 OUR FIRST TRAILER PRODUCTION IN UE4 IN 2020 #UECinemaDive

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WHY UNREAL JOURNEY TO REALTIME Yeah, but it still looks like a game… #UECinemaDive

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WHY UNREAL Inspiration from games o o o Rebirth Trailer Megascans Games catching up to Offline render quality #UECinemaDive

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WHY UNREAL Our first experiments in UE4 #UECinemaDive

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HAVE A LOOK Interview EPIC JP #UECinemaDive

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SERIES SHOWREEL A FEW OF OUR SERIES PRODUCTIONS #UECinemaDive

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#UECinemaDive

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300 + MINUTES 97% FX 2-4 x FASTER Delivered Done in-engine Lighting & Material iteration #UECinemaDive

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CHARACTERS HIGH QUALITY CHARACTERS FOR SERIES Mod Ratchata // Unreal Fest Bali 2025 Building Real-Time Cinematics at M2 Animation https://www.youtube.com/watch?v=w-siBR9Kt2M #UECinemaDive

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CHARACTERS 1st Generation o 1 High resolution mesh for final use in engine. o 1 Low resolution mesh for tasks like rigging and animation. #UECinemaDive

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CHARACTERS 1st Generation Using only SSS-Profile to drive the subsurface and fake depth offset for eye shading o Warhammer Horus heresy UE4.26 #UECinemaDive

15.

CHARACTERS 1st Generation Warhammer Pariah Nexus UE 4.27 Viewport Warhammer Pariah Nexus UE 4.27 Viewport #UECinemaDive

16.

CHARACTERS 2nd Generation #UECinemaDive

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CHARACTERS 2nd Generation o Geometry-based eyelashes o Detail-preserving topology #UECinemaDive

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CHARACTERS 3nd Generation o 8K option for close up shots o Precise cavity map for better specular response o Built in FX system - sweat o Texture variant system #UECinemaDive

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CHARACTERS 3nd Generation #UECinemaDive

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CHARACTERS 1st vs 3rd Generation #UECinemaDive

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PIPELINE PYTHON & CUSTOM UI Tools Chris Bardoux // Unreal Fest Bali 2025 Bringing Unreal Engine into a Classic CG Pipeline with Python https://www.youtube.com/watch?v=MjjkWH0eT3U Shotgrid + Perforce + Unreal = Act as one system with Python #UECinemaDive

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PIPELINE Python and custom UI tools UNREAL MAYA SHOTGRID o o o o PERFORCE SERVER Interconnection with other tools (Maya / Shotgrid / Perforce ...) Leverage our own "home" python api (setdress) Asset management We can build our own UI for Unreal (Pyside) #UECinemaDive

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PIPELINE SET SHOT UI #UECinemaDive

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PIPELINE Python and custom UI tools SET SHOTS UI #UECinemaDive

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PIPELINE Python and custom UI tools o o Uses subsequences to "Manage" animation tracks Set playback range by querying Shotgrid #UECinemaDive

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PIPELINE SEND RENDER JOBS UI #UECinemaDive

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PIPELINE Color management and Post look dev Send Render Jobs UI SHOTGRID Sets MRQ and renders Post Render Callback generates mp4 and publish Resolve Shot preset Transfer EXR #UECinemaDive

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COLOR COLOR MANAGEMENT AND (fix it in ) POST #UECinemaDive

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COLOR Color Management Un-color managed potential pipeline issues. 0% Sanity ARTIST A ARTIST B ARTIST C ARTIST D ARTIST C ARTIST D Color managed pipeline 100% Sanity ARTIST A ARTIST B #UECinemaDive

30.

UNREAL SCENE Web Client MP4 Review EXR Shotgrid Davinci Resolve Rec 709 Delivery EXR Creative Intent o o ACES - our color system OCIO - keeps all the screens consistent #UECinemaDive

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COLOR Color management and post look dev #UECinemaDive

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COLOR Color management and post look dev ● Deferred Render ● Final Grade EXR We use Resolve Fusion for retouch and in case of compositing external FX. #UECinemaDive

33.

COLOR Color management and post look dev #UECinemaDive

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COLOR Color management and post look dev #UECinemaDive

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COLOR Color management and post look dev #UECinemaDive

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COLOR Color management and post look dev #UECinemaDive

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COLOR Color management and post look dev #UECinemaDive

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COLOR Color management and post look dev #UECinemaDive

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The M2 team here today in Tokyo. We would love to meet and chat. Filip Stanfeld Director Chris Bardoux CG Supervisor Mod Ratchata Look Dev Artist Ask me about: Ask me about: Ask me about: Color Pipeline Cameras Creative Lighting Python Coding Houdini Integration Character Assets Shading Faces Nikolaj Lindhardt Brygger CG Generalist Ask me about: FX Sequencer Previz Benjamin Foo Unreal CG Supervisor Ask me about: Pipeline Team Structure Integrations #UECinemaDive

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THANK YOU どうもありがとうございます #UECinemaDive