Hey guys, over the break made up another lighting study in UE4. Only have some screens at the moment but will post a couple breakdown pictures later in the week.
The terrain was done in World Machine with the help of GeoGlyph and textures were done in photoshop/substance. Only other thing worth noting is that the terrain is not "Unreal Landscape" but just meshes. I used low geo meshes with explicit UV's, then baked heightmaps from higher poly meshes and combined them with height maps from the terrain textures. That way when the tessellation starts affecting the meshes, it also forms the terrain into a higher quality form.
Hey guys, thanks for the kind words. As for more lighting passes I may at some point but I'm not 100% sure yet.
The bubbles are mesh particles with vertex coloring to aid in some animated shape expansion as they grow pop. They then erode away (based on the same vertex coloring) as they pop and some other particles spawn to keep the conservation of mass a bit (though that doesn't show super well with the video on every bubble). The last big step was lighting them with some SSS to help give them some color as they get thinner.
Regarding time it took me a bit under a week. Here's a bit of a breakdown 1 pebble texture ~1 day (it was done a while ago) Messing around in world machine, height map and texture ~1 day Getting the terrain in engine, baking maps, making shaders ~1 day The bubbles and contrails, and the couple of smaller rocks ~ 1 day Placing some random meshes, Lighting and Post ~ 1 day Rendering out video, screens, etc ~ half a day
Hope that helps, and I'll get some more textures and stuff up tonight
Points for atmosphere and presentation of your work, but... using World Machine to generate a high level over-view of the terrain, then zooming in really close like your a couple of inches off the ground is really messing with the scale composition of your shots.
The image you got off the height-map has all the characteristics of pictures taken at extremely high altitudes. You should not use it as a "close up" of the planet's terrain as it wouldn't match that in reality.
Points for atmosphere and presentation of your work, but... using World Machine to generate a high level over-view of the terrain, then zooming in really close like your a couple of inches off the ground is really messing with the scale composition of your shots.
The image you got off the height-map has all the characteristics of pictures taken at extremely high altitudes. You should not use it as a "close up" of the planet's terrain as it wouldn't match that in reality.
I agree with your observation! Looking great except that it looks like a miniature due to the reasons stated above and also because of your choice of Depth of field. The DOF here should be very deep and not shallow considering the kind of terrain features u have which as Shurkuris mentioned, looks like an aerial view.
Points for atmosphere and presentation of your work, but... using World Machine to generate a high level over-view of the terrain, then zooming in really close like your a couple of inches off the ground is really messing with the scale composition of your shots.
The image you got off the height-map has all the characteristics of pictures taken at extremely high altitudes. You should not use it as a "close up" of the planet's terrain as it wouldn't match that in reality.
I agree with your observation! Looking great except that it looks like a miniature due to the reasons stated above and also because of your choice of Depth of field. The DOF here should be very deep and not shallow considering the kind of terrain features u have which as Shurkuris mentioned, looks like an aerial view.
But those bubbles looks so awesome! Great job!
Thanks for the feedback guys! I definitely took a bit of a risk when playing with world machine for the smaller meshes. I knew that some of the visual features would potentially give the wrong scale of terrain, but at the some time I wanted to make something a little bit off and weird with the terrain scale and use the atmospherics to make up the difference. If I were to do it again I would probably keep the off scale of the terrain but aim to find another visual element besides the lighting to create scale.
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The bubbles are mesh particles with vertex coloring to aid in some animated shape expansion as they grow pop. They then erode away (based on the same vertex coloring) as they pop and some other particles spawn to keep the conservation of mass a bit (though that doesn't show super well with the video on every bubble). The last big step was lighting them with some SSS to help give them some color as they get thinner.
Regarding time it took me a bit under a week. Here's a bit of a breakdown
1 pebble texture ~1 day (it was done a while ago)
Messing around in world machine, height map and texture ~1 day
Getting the terrain in engine, baking maps, making shaders ~1 day
The bubbles and contrails, and the couple of smaller rocks ~ 1 day
Placing some random meshes, Lighting and Post ~ 1 day
Rendering out video, screens, etc ~ half a day
Hope that helps, and I'll get some more textures and stuff up tonight
The image you got off the height-map has all the characteristics of pictures taken at extremely high altitudes. You should not use it as a "close up" of the planet's terrain as it wouldn't match that in reality.
But those bubbles looks so awesome! Great job!
Also thanks for the kind words from everyone!