Pipeline Breakdown

  • Model the environment in Autodesk Maya.

    • Set up the camera in Maya.

  • Matte Painters paint the environment with different TOD lighting based on the exact perspective from the camera in Maya.

    • Full control of color and lighting in 2D.

  • Project the matte paintings back to the 3D ENV model using Camera Projection in Maya.

    • Downsize the 3D ENV model to a simpler form with minimum geometry.

    • Bake the texture from the projection to the 3D ENV model.

  • Bring the 3D ENV model with baked matte-painted textures into Unreal Engine 5, alongside the cameras and Alembic-Cached animations for characters, cloth sims and props.

  • Lit the animations based on the matte paintings.

  • Export 3 passes for the animated assets.

    • Color pass - base character colors

    • Shader pass for the outlines

    • Shadow pass if applicable

  • Compiling everything in After Effects.

Example: Scratch line shader pass

Example: Shadow pass

Example: Lighting/Color pass

Resources & Citation

UE5 Shadow Catcher