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Edit 31/03/15 (new dl link)
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Download for UE4 project files:
https://drive.google.com/file/d/0B4xXOuAMpEh8MHdqempXUU8xUm8
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original post
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Hey, so it's been a while since I posted the last update but I'm calling this scene finished. Sorry for the second thread but so many things changed (including engine) that I decided to create a new one for the release (the old one is still
here).
It may be a surprise to see desert environment in The Witcher themed scene but the book series reach far beyond what CDPR shows in their games (which is freaking amazing nonetheless!).
[vv]99180334[/vv]
Breakdowns here:
http://krzysztofteper.com/korath.html
Any feedback welcome as always.
T.
Replies
Technically its not really terrain I used landscape system for prototyping and initial composition to export height map to World Machine, add detail and import it back in as a static mesh.
Workflow with World Machine and CE is slightly better than with UE as far as I know
I started learning Zbrush back in January this year and slowly putting it together in UDK. After 4 months of ups and downs I switched to UE4 and put everything together in 2 months
Thanks man! The good news is Epic has contacted me already and I will receive details about UE4 marketplace certification process soon. Stay tuned!
Also these tents look like Nilfgardian to me. The tower has "mage's tower" feel.
Cool! I'm looking forward for this
Quite insightful haha! The scene is set on outskirts of Korath (Tir Tochair mountain range, to be precise). The ponds are actually hot springs that I added to justify the red tailings in valleys.
Indeed, the tents are Nilfgaardian 1:1 from W2 ;p
And yeah it is fire mage tower. Slight reference to Azar Javed character here?
thing i would point out is that your tents look really old-gen , you could add some more materials to make some flaps that could just move on the wind. anything that could break the boxy look
The rock sculpts look ace, any chance of a breakdown on any of your workings?
Download: https://docs.google.com/file/d/0B4xXOuAMpEh8WUY1eUlMdWUxSEk
I've refined a few assets and had to make an optimization pass. I'd still recommend a powerful machine though.
Hope that helps!
Edit: Nvm only got the 4.1 version I guess I will run this when I have the new version and the new computer
Yeah it needs the newest version. I think 4.4 is totally worth getting, most packed update thus far! And good luck with getting new machine, I built mine with UE4 in mind too
I'll have to dig into your materials and see how they're done. I have a feeling I'll be confused as hell, being a bit of a materials novice
^ Download link to the UE4 project works fine by the way
How did you get your level's materials to look so crisp from all distances?
My texture detail seems to drop (blur) very quickly, even at a moderately close distance.
Are there anisotropic filtering or sharpness variables that I could be missing?
Level looks awesome by the way.
And that master landscape material setup is just insane.
Check the LOD section in Master material. It determines 3 distances with different texture tiling/detail to avoid repetition far away but keep it crisp up close.
+ I used sharpen filter on top of everything. Check the blendables in post process volume.
Excellent work here