Pamiętasz 21. noc września?
Nowa aktualizacja wychodzi 21.!
Pamiętasz 21. noc września?
Nowa aktualizacja wychodzi 21.!
This green screen setup by DEADTREX is an absolute game-changer for creators looking to capture clean footage, but introducing a few advanced structural upgrades would elevate it to the absolute peak of utility!
Right now, capturing seamless, production-ready clips requires a lot of manual positioning workarounds. Implementing the following comprehensive improvements would make this the definitive creative studio map in Fortnite:
Invisible Background Ground Layer: Provide a fully toggleable invisible or flawlessly color-keyed floor layer. When filming full-body emotes, the standard solid floor geometry often cuts off the lowest points of the character mesh or casts unnatural ambient occlusion shadows around the base. A completely clear grid or matching chroma floor is essential for creators who need to cleanly showcase full character outfits from head to toe, ensuring that all footwear, sneakers, boots, or barefoot character designs are perfectly visible and easy to mask out later in post-production.
Precision Camera Controls & Lock Angles: Implement dedicated preset camera nodes or a free-drone system. Manually adjusting the player perspective while trying to record often introduces subtle frame wobble or incorrect angling. Having static, lockable camera positions at perfect focal distances (such as close-up portrait, waist-up medium, and wide full-body) would give creators perfectly level, crisp framing every single time.
Dedicated Emote Stages & Bounds: Add distinct action pads or designated prompt zones that lock the character centered on the backdrop. Some wider or moving character emotes cause models to step backward or slide sideways, resulting in parts of the arms or legs accidentally clipping directly into the background walls. Centered placement pads would ensure the animations play out safely within the boundary safety zones.
Customizable Character Brightness & Ambient Lighting: Introduce an interactive control panel to adjust character illumination levels or customize the studio's internal time-of-day settings. Characters often pick up subtle environmental lighting variations or cast internal shadows on themselves that ruin a clean chroma key mask in editing software. Allowing creators to toggle flat, bright, neutral lighting across the character mesh would completely eliminate this issue.
Clear Recording Location Indicators: Place explicit, highly visible spatial markers or map signs that point users to the exact optimal standing zone relative to the screens. Finding the absolute sweet spot where the backdrop lighting is perfectly uniform can sometimes take trial and error, so a simple visual guide on the floor indicating the prime recording position would streamline the entire pipeline.
Expanded Multi-Colored Dynamic Backgrounds: Broaden the available backdrop palette by including quick-swap switches for multiple colors. While green is the standard, having immediate access to a pure chroma key blue screen, solid red, or even basic pre-rendered alpha environments would make it incredibly easy to capture characters who happen to already have green skins or green clothing elements.
This map has an incredible foundation and so much potential for the creative community. Massive props to DEADTREX for the amazing work so far—hope to see these features added in a future update!
Hey Mrmorales2002! Quite a few of these are planned, especially that last one, check the update on September 30th for a special scene for users to take pictures in!
There are unfortunately many limitations with how creative you can get directly in the map, which is why I heavily encourage Replay mode and external editing software. The ground layers in the chroma-key rooms will also be updated after the next update, allowing the skin to stop clipping in the floors.
But yes, Precise Camera Controls, Locked Angles, lighting customization, clearer recording location indicators and even more backgrounds (multi-colored rooms, meme images, scenes, etc.) are already planned, however I am still learning UEFN, so many updates will take a while to get out.