Secluded Orchid was made by pure coincidence while I was out of the house one day. The 3D scenes took roughly 2 hours and 5000 8K photos, which were then used to make high quality 3D models and were eventually imported into Unreal Engine 5, it took a total of 15 days to make the arm model, control, cutscene animation and UI design.
This is the first time we have ever used a motion capture system in our projects. The motions used in the demo took about 20 minutes to prepare so the quality is still a little rough around the edges. At the time we were using an inertial sensor motion capture system which has improved efficiency compared to manual keyframe animation. However, it falls a little short in accuracy compared to optical motion capture systems so we are looking into working with those in the future.
【Dev details】:
Equipment SONY A7M4, use 35MM focal length to take 5000 photos (I continued take at the scene for about 120 minutes), use RealityCapture to align the images, generate a 15 million polygon model, divide 4 to 6 parts into the Unreal 5 engine (this part Depends on the computing speed of the CPU, I’m using a 3970X for computing).
After that, I downloaded the Metahuman arms and body in Unreal Engine for the character, and downloaded lighters, IPhone, masks, photos, and trees from some 3D model websites as props, so I almost didn’t spend too much time on 3D model creation.
The animation was quickly captured within 20 minutes using ROKOKO equipment, and the finger joints were repaired using MotionBuilder, the biggest time spent was creating cutscenes to ensure that the entire shot ran smoothly, and several voice actors were hired to dub the game, I purchased some sound effects and music on Audiojungle and asoundeffect.