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Advanced and Experimental 3D Computer Animation Techniques Sessions with Serra (term 3)

Week 15 – 360° in Unreal Engine

This week, we explored how to create a 360° environment using an existing 3D scene. We started by downloading an environment asset from Fab. I chose a western-style map, with desert surroundings, wooden buildings, saloons, and mountains in the background.

After adding the map into Unreal, we worked with Off World Live. We added a 360 camera to the scene so that the environment could be captured in a 360° view instead of a normal camera view.

We then created a material for the 360 image. In the material graph, we used the 360 texture and connected it so it could be displayed properly. This helped us understand how a 360 image can be used inside Unreal as a material.

After that, we created a 360 HUD widget. In the blueprint, we used Event BeginPlay, Create 360 HUD Widget, and Add to Viewport, so the 360 view would appear when the project starts.

Once the HUD widget was working, we used the Sequencer to create a small animation. We added movement/keyframes to test how the 360 camera and environment could be animated over time. This allowed us to turn the setup into a short video sequence instead of only a still 360 image.

At the end, we imported/exported the sequence through Adobe Media Encoder. This allowed us to render the Unreal animation as a video file.

The final render had a visible black line in the centre, which was most likely caused by the 360 camera or export settings. This showed me that 360 workflows can be quite sensitive, especially when working with materials, widgets, and video export.

Alongside, our group worked on developing the visual direction of the project further. We looked at different references connected to artificial intelligence, data visuals, glitch effects and digital installation work. Through these references, we discussed what kind of visual style would best support our concept and make the project feel clear and engaging. This helped us make stronger decisions about the overall look of the piece and create a more unified visual identity.

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