Hey guys, its a little while ago since the Escape challenge ended this April. In the meantime I made a making of article for a magazine I´d like to share with you.
Thanks for all the fun I had participating in this challenge!
Nice writeup. I think I'm going to try to pick up cryengine and emulate the formula you have going. You should have kept that castle though! I feel like if you would have just made it more subtle and more ruinous/scattered, it would have been a great hint at where the castle was geographically. Also, that road looks so sexy, you're making me want to switch away from using primarily udk very badly.
I have a minor question about terrain texturing : how did you procede ?
As i'm understanding , you imported your height and colorized the whole terrain with the color output from Worldmachine as a "reference layer" then re-painted the terrain with proper grass/rock/etc texture layers ? right ?
You are also using only gray diffuse texture, I always found confusing how CE handles terrain texturing never found the right way the use it with the 3 level of color ( terrain detail > brush color > diffuse color, so confusing )
-Em'- : The terrain texture I generated in World Machine and the color you can paint onto the terrain are basically the same. The detail Textures like rocks, grass etc. are multiplied onto this color. That’s why it’s important to keep the texture mean at around 128 and the color greyish. The detail textures get only rendered closer to the player. So you would see a line in the distance if the textures has too much color information or is to dark.
Replies
I have a minor question about terrain texturing : how did you procede ?
As i'm understanding , you imported your height and colorized the whole terrain with the color output from Worldmachine as a "reference layer" then re-painted the terrain with proper grass/rock/etc texture layers ? right ?
You are also using only gray diffuse texture, I always found confusing how CE handles terrain texturing never found the right way the use it with the 3 level of color ( terrain detail > brush color > diffuse color, so confusing )
-Em'- : The terrain texture I generated in World Machine and the color you can paint onto the terrain are basically the same. The detail Textures like rocks, grass etc. are multiplied onto this color. That’s why it’s important to keep the texture mean at around 128 and the color greyish. The detail textures get only rendered closer to the player. So you would see a line in the distance if the textures has too much color information or is to dark.
I find it helpful.