Creating a Virtual Co-op Store Experience in Unreal Engine

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I. The Start 

I. The Start 

  1. Client Weatherhead
  2. Objective: animated walk-through of a Co-op micro store
  3. First milestone — June 12

On May 25 we received a query from Weatherhead, an award-winning British shopfitting company. They wanted us to create an animated virtual walk-through of the main area and the backrooms for the new concept of a micro store developed by Co-op.The idea is to create a store centered around providing fast and fresh food options cooked right there on the spot. The first milestone delivery was set on June 12, so we got down to work right away. 

Weatherhead had provided us with a ton of materials, drawings, blueprints, photos of the already existing objects and products to work with. Previously they have been working with some other company to create an animation of a virtual store, but the quality was inadequate so they turned to our studio with a request to produce some top-notch animations for them.

This was the initial blueprint we received…

… and this is what we have created based on that in the end.

But how did we get there? Let’s unfold the whole process gradually step by step.

II. Blueprint to Base Layout

II. Blueprint to Base Layout

  1. Architectural blueprints provided
  2. Converted them into a basic 3D layout: outer shell, walls 
  3. Zoning: main area, backrooms, bathroom, cold room, kitchen
  4. Telegram — communication channel established

Our first step was creating an outer shell in Unreal Engine according to the measurements provided from the architectural blueprints. We did the facade and zoned out the space — kitchen, main area, back office, cold room, bathroom. It took us about two weeks to put up the structure according to all the measurements at the time and the first milestone was approaching. It became clear that recreating the virtual copy of a physical store would need much more time and an unconventional business-to-business way of communication. 

The communication channel we chose was Telegram because it allowed for real time communication simultaneously with the working process. It turned out to be much faster than the traditional back and forth with emails and scheduled meetings. The number of changes and ideas was flowing non-stop. This approach allowed for a flexible application of all the client’s wishes and we could try out various options when in doubt about what to choose. This turned out to be the best communication solution, however, it required full-time 9 to 5 attention every day from both sides. 

III. Custom Equipment & Furniture Modeling

III. Custom Equipment & Furniture Modeling

  1. Modeled all elements from scratch

Key elements:

  • Kitchen counters, sinks, ovens;
  • Check out area, till and POS system; 
  • Fridges, shelving units, ceiling lighting;
  • Back office corner, lockers, comms cabinets, safes;
  • Cold room with Rivacold unit and shelves;
  • Baked goods stand with integrated lighting;
  • Costa coffee machines (floor-standing and countertop).

2.  MetaHumans integration

3.  Real-Time Client Collaboration

4. Special Effects

Moving on we started filling the created space with equipment and movables.This, by far, was the longest phase of the project. Based on the provided by the client photos and technical drawings of the already existing lockers, ovens, various shelving units, refrigerators etc. we started modeling 3D objects in Autodesk Maya. Here’s how it was all coming along:

Queue management system – from drawing to the virtual 3D object

We modelled a big Costa Coffee vending machine from the product image and a small one behind the counter at the check out, added signature Costa red paper cups; recreated the self check out stations, the till, heated shelving units, condiment unit, Rivacold system in the cold room.

The initial product image and the modelled 3D object in the scene

All of this was happening almost in the live mode with constant updates and checking ins with the client. Some units needed more shelves added to them, textures or materials changed.  We were discussing color choices, scale and size of the objects and trying everything out in real time. For example, we modelled the tray below according to the provided technical drawings, however, seeing it in the virtual kitchen, it became clear that the object was sticking out too much and we agreed to go for a shorter option and cut it in half. 

The initial technical drawing of a tray and the final approved version

The second milestone was approaching and we had to speed up the process, so we added the project manager’s assistant to the business chat with the client to be able to fully commit to the non-stop communication. 

As it usually happens, the last day before the deadline was the busiest. We kept on adding changes and even some special effects, like the steam coming from the coffee cup. We modelled a whole new ventilation system for the kitchen and have added the animated MetaHumans as employers working at the shop. 

MetaHumans are Unreal Engine’s realistic digital customizable characters. We added a customer in the main area standing in front of the pink Costa Coffee machine, a cashier at the check out, a person in the backroom washing hands and an employee at the pick-up window in the end. For all the employees we picked with the client and customized Co-op uniforms and it seemed like the store was ready. 

MetaHuman-Customer in the main area

The result was delivered and the client was happy with it, however a new request came in. Weatherhead decided they wanted to have two animations: one of an empty store and one with the product in it and more characters. And so we started our last phase of the project.

IV. Filling The Store With Branded Packaging 

IV. Filling The Store With Branded Packaging 

  1. Merchandise modeling
  2. Co-op branded items
  3. Some extra SFX

The deadline turned into another milestone, and we carried on with the work. This time we started filling the store with products in branded packaging and various food items. Since the Co-op brand has lots of its own branded merchandise and the concept of the micro store is to offer cooked and ready-to-go food we had to customize the packaging and model certain goods manually. The client provided us with a library of photos of the merchandise and we used them as a guideline. 

We started with various pastry modeling in Autodesk Maya, added texture for the realistic feel in Substance Painter, and then placed every item in the scene in Unreal Engine. To speed up the process we took some items, like baguettes for example, from the Unreal Engine’s library. We filled the ambient and chilled sections of the display counter with more modelled food. We have modelled chewing gum packages, added fruit to the shelves, and started modelling different bottle shapes for various drinks.

Hot meals and pastry stands

Hot, ambient, and chilled sections with 3D modelled food items and branded packages. 

Lots of items had to be Co-op branded: chips, drinks, sandwiches, ready-to-go hot meals. 

We created these 2D branded labels in Photoshop and then wrapped them around bottles, boxed goods and applied the imagery to the chips packaging and sandwiches. To add on to the realistic feel of the store we have also created price tags and placed them everywhere around the store.

Various drinks – customized bottles and labels

To enhance the impression of a real-life scene we have added some more special effects. We have added steam coming from the opened oven, mist in the cold room and a frozen effect on boxes in the cold room. We modelled the branded Co-op plastic bag, attached them to the self check-out stations and made the Metahuman character hand out the order through the pick up window. In the back office, we added one more employee working on the computer, and one more in the kitchen, baking croissants in the oven.

Now, a new version with the merchandise, 6 characters and the croissants baking in the oven was ready. The store came to life, became cozy and welcoming. We had a few final steps to complete to get to the finish line. 

V. Final Animation Set Up

V. Final Animation Set Up

  1. Fixed the exposure for realistic render quality
  2. Composed dynamic shots with cinematic depth of field
  3. Set up camera angles for the virtual walk-through

In the end, we have corrected the lighting in the main area and exposure settings in the certain areas of the scene. Just like when producing the previous empty store animation, we had to adjust the key shots of the camera movement in Unreal Engine for the virtual walkthrough. This time we had to demonstrate fresh food and focus on the branded products. As a result we created a cinematic virtual tour throughout the scene. 

After the animation part was set up, we exported the footage to Premiere Pro and added opening shots and music together with some sound design. We added some ambient street sounds, coffee machine working, Rivacold humming, and doors clicking. The sound design really added that final touch to the animation.The animated version of the store with the product was finally ready on July 21. 

As mentioned previously, the client wanted to have two almost identical animations: one of an empty store and one with the product in it, however while filling in the store with merchandise we had changed a few things. We switched characters working at the computer, added the baker character, multiplied brand logos on the walls in the main area and added Co-op bag animation. Therefore we couldn’t just use the version we had created before. To tackle the issue we copied this final version of the scene and started deleting all the things we had added previously. When the store was empty again, we set up the camera angles for the virtual walk through, rendered the animation, put it through Premiere again and voila, the empty store version was ready. 

Last minute, another request came in, the client needed some still renders to showcase the interior of the store. We rendered all the necessary shots from the scene and added the Weatherhead logo to them in Photoshop. 

VI. Tools & Technologies Used

VI. Tools & Technologies Used

You can see how multifaceted the creation process was: the virtual store created in Unreal Engine, the branded labels and packaging imagery were developed in Photoshop, 3D objects in Autodesk Maya and textures developed in Substance Painter. The opening title shot and sound design were finalized in Premiere Pro. Only a top-notch artist can execute such a project seamlessly navigating the workflow between multiple softwares. 

 VII. Outcome

 VII. Outcome

Ultimately the project came to a final end and the next day, on July 22,  Weatherhead had a blast presenting our animations before Co-op. The pitch was so successful, Weatherhead now wants to continue working with us on their next projects. We are foreseeing a lengthy and fruitful collaboration in the future.

We have delivered two versions of an immersive virtual Co-op store walkthrough and it took us just under two months. Such animation is useful for client marketing, internal communication and presentations,  as well as shop-fitting pitches. The result was archived in a highly collaborative and fast-paced production accompanied by real-time feedback.

Interestingly, 9 days later, on July 31, Co-op launched their first micro store in Solihull. In the coming month of August they plan on opening 15 more microstores across the UK. Below you can see a mix of photos from the newly opened store and some screenshots from our animation. 

A collection of photos from the physical Co-op store and imagery from Maverick Frame’s animation. Source: grocerygazette.co.uk

Having this imagery gathered in a collage like that blurs the line between the real and CGI pictures. This collaboration with Weatherhead is an example of a tight and fast-paced B2B communication, and using messengers, like Telegram, in our case, was the most convenient choice. This approach is best when you need to deliver high-precision results in such short time limits. It was a challenging but rewarding project that required lots of time, effort and attention to detail from both sides — and the result not only lived up to, but surpassed everyone’s expectations. 

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