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Remake of Tomb Raider Anniversary T Rex Cutscene in Unreal Engine 5.7 - Fan Short Animation

I'm really excited to show a fan animation I made for one of my favorite games - Tomb Raider Anniversary. I remade the infamous T Rex QTE Cutscene in UE5. When Tomb Raider - Legacy Of Atlantis was announced, I replayed TRA again and it brought back so many memories. I had to create something of it. I tried to make each frames and cuts as per the original cutscene. In fact, I directly used the cutscene audio itself with little adjustments.

Also, I don't have an animation background, so there are a few awkward animation moments. but as a 3D generalist, I picked up a few tips and tricks.
This was one of the most fun thing I have ever done.

I remade the T rex QTE Cutscene from Tomb Raider Anniversary in Unreal Engine 5.7 .

Here's a side by side comparison with the original.

Breakdown1

Breakdown2

This is how the first Animatic looked like.

Moodboard1

Moodboard1

Moodboard2

Moodboard2

Storyboard / Shot Breakdown / Mapping

Storyboard / Shot Breakdown / Mapping

I created a metahuman base for Lara Croft.

I created a metahuman base for Lara Croft.

Outfit and Hair were made using Style3D Atelier and Blender. Some parts were from Blenderkit

Outfit and Hair were made using Style3D Atelier and Blender. Some parts were from Blenderkit

I textured the model in Substance Painter. The base body was metahuman, so I didn't have to make control rigs. I made controls rigs only for the hair braid and guns

I textured the model in Substance Painter. The base body was metahuman, so I didn't have to make control rigs. I made controls rigs only for the hair braid and guns

The T Rex model was from Blenderkit. I modifed the mesh a bit and rigged in blender.

The T Rex model was from Blenderkit. I modifed the mesh a bit and rigged in blender.

I then made control Rigs for it in Unreal Engine

I then made control Rigs for it in Unreal Engine

Raptor Model from Fab. I added the deform bones

Raptor Model from Fab. I added the deform bones

I made the control rig for this too. Both dinosaurs had forward and backward solve for animations

I made the control rig for this too. Both dinosaurs had forward and backward solve for animations

I used fogs for depth and silhouettes

I used fogs for depth and silhouettes

Along with the fog, I used lots of fake lights to highlight certain areas

Along with the fog, I used lots of fake lights to highlight certain areas

The ruins were custom meshes made in Unreal using the Modeling tools.

The ruins were custom meshes made in Unreal using the Modeling tools.

The vegetations are from Quixel and Blenderkit

The vegetations are from Quixel and Blenderkit

This is what the level looks like. Some meshes are strategically placed to block lights

This is what the level looks like. Some meshes are strategically placed to block lights