Hey guys,
I want to show you the stuff I started last week. My Plan is to create a Terrain, set up a proper lightning system, Sky and all the other stuff and populate afterwards this world with a small civilisation. It was a huge fun for me, to learn how to setup cool shaders in the UDK. I took a lot from other blogs, thought about it and made some changes, so it works for me. Enough words, here are some pictures:
The Terrain Heightmap is generated of this mesh, done with worldmachine and handsculpting.
The Terrain, with a basic Colormap in UDK. The lightning is maybe a bit to strong.
The skydome I did myself from Photos I set together in Photoshop. The Clouds are from a Photoshop filter and brushed.
Here I started creatinga a first detailmap.
What I got to do:
- sculpting nice detailmaps for different rock types, soil, mud, dirt and ways
- creating grass textures and grass
- developing a water shader that fits in the scene
- improving the lightning
- improving the terrain shader
- creating particle effects for smoke, fog, snow, rain etc
- creating meshes of rocks and little stones to break up the shapes
- improving the overall terrain shape, or even do a new one
What would be interesting:
- plaing arround with Postprocessing
- Creating a "Weather-System"
- Creating a time of day setup
- having a watch on the atmospheric Sky scattering. No I never would be able to implement such stuff and its not possible for a game, but i've seen it and would like to know how it works :O
Okay, the Detailmaps. The rock i did is far away from being perfect. The look I want to reach is something, like this guy did:
http://www.polycount.com/forum/attachment.php?attachmentid=230&d=1276822551
I started by doing Clay stripes on a plane and working them with the trimdynamic brush.
I would be very happy for tips to the terrain or my sculpting problems
Here are links that helped me a lot and I want to give credit:
First of all to Choco. He did a lot of great Tutorials and his stuff inspirated me very much!
http://klass87.blogspot.de/
Here I learned a lot about Skydomes and the shader setup:
http://3dbrushwork.com/tutorials/
The Water shader is not shown, but I did about 5 different types. It's still in contruction. But here are interesting Blogs:
http://ulrichthuemmler.blogspot.de/p/udk-ocean.htmlhttp://ben-nadler.com/udk-simple-water-tutorial-part-1/#more-379
Very interesting:
http://phill.inksworth.com/tut.php
Usefull for the Effects:
https://www.imbuefx.com/
Where I learned a lot about lightning (great Tutorial, and really worth the money):
http://www.hourences.com/product/the-expert-classes-udk-lighting/
So far, I would be glad to read your coments. Thanks!
Replies
[ame="http://www.youtube.com/watch?v=p0o3bqoM0Qg"]How to create a terrain for Cryengine and UDK Part 1/8 - YouTube[/ame]
One thing I'm very courious is the human scale for that world. I don't know how to match it
Looking forward for your progress
Sorry for PRO english
[ame="http://www.youtube.com/watch?v=40glxZCyPeY"]Advanced Terrain creation techniques demonstration - YouTube[/ame]
This technique I wanted to try next. Or even do a Terrain with the UDK Terrain tools, export it and overdo it with worldmachine and mudbox. That should solve the problem with the proportions, that are very off at my terrain at the moment. They are right with the terrain it self i think. But if you play the level, the errosion lines are bigger than a human
I've redone the terrain shader. I've done a custom blend mode, that way I can use greyscales of the Detailmap for the Diffuse blend and use the Overall Colormap to color the greyscales or tint them with a parameter and even scale between the tint and the colormap. Aswell I added the posibility to overlay a noise/cloud map to get variation in the color.
Is it viable to create even one for morning afternoon and so on or is this just an overkill?
I hope I can show a video this weekend.
The Black circle shows the sun disk produced by the light vector and the blue one the light rays cast by the dominant light. If I'm in the right angle the light beams are at the right position to the sun disk. but often they are offest. Has anybody a solution for this problem?
It seams it is only working, if the player stands exactly at the middle of the map. Is it possible, that the camera vector does not travel with the camera and has to be set to the world position or something like that?
[ame="http://www.youtube.com/watch?v=oH2GCKN3c-A"][UDK] Landscape WIP 01 Sky - YouTube[/ame]
For now I don't want to see this shader and will do some sculpting stuff to get some new ideas in my mind!
managed to implement a atmospheric sky scattering in UDK completly via nodes! Bit proud now, this was a hard bunch of work to understand this stuff
http://www.youtube.com/watch?v=yoIBWadPG-k&feature=youtu.be