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Level Design Iterations - World Machine & Unreal Engine

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gestoryscht polycounter lvl 7
Hi guys,

actually I have to build up a massive landscape from scratch with a lot of iteration work.
For this task I created a landscape in world machine and modified these in unreal engine to have better line of sights etc.

Now, the landscape is in some places pretty ugly, because a lot of hills are smoothed out and the more worse, I lost mask information.
We place our vegeation with Houdini, so we need these masks like erosion, wear etc and these areas are totally smooth now with wrong mask infomation on it.

So what would be your approach to get a proper solution for this?
Noting the changes made in Unreal and trying to perform these in World Machine? Mahhh - pretty fiddly.
Exporting the landscape, baking a height map and bring it back into world machine? Thats against the procedural workflow and pretty blocky.

This feels pretty wrong and not straight forward - so your help is appreciated :D

Thanks!

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