Well I promised that I would make a tutorial showing how I make terrains, I ended up recording over 4 hours of video tutoring at 1080p split in 3 parts.
Just wanted to share with the community and I hope it can help some people out there
Your terrain looks kickass but from what i gathered in the wip thread the polycount is extremely high. I have my doubts about the practical usability for anything that goes beyond a portfolio showpiece. There is a reason why the regular terrain in CE uses lod steps for the tesselation. The guideline from Crytek is 50k tris on screen for terrain.
My personal workflow is that i sculpt my base terrain in sandbox then export it to GeoControl, run some filters for erosion or whatever on it and from there it goes back to sandbox terrain. I'm sure you can do it similarely after all your steps. You can even bake your terrain texture and import it into sandbox. So the end result shouldn't look that much different but run a lot smoother.
Completely ignore everything that i wrote if you already do it like that. Part 2 and 3 arn't up yet.
Your terrain looks kickass but from what i gathered in the wip thread the polycount is extremely high. I have my doubts about the practical usability for anything that goes beyond a portfolio showpiece. There is a reason why the regular terrain in CE uses lod steps for the tesselation. The guideline from Crytek is 50k tris on screen for terrain.
He won't actually use the model in-game.
He's just using it to generate the texture maps and a heightmap, which he then apply to the CryEngine/UDK's terrain.
whoa @_@ i was wondering if i would ever learn your technique. I saw ur stuff on the WAYWO thread. Thanks a million for posting a whole thread about this man!
So they can be easily downloaded and watched in a video player that isn't Flash-based, such as VLC or Quicktime. So they can be watched offline. So you can have them for future reference stored on your computer. For a multitude of reasons.
So they can be easily downloaded and watched in a video player that isn't Flash-based, such as VLC or Quicktime. So they can be watched offline. So you can have them for future reference stored on your computer. For a multitude of reasons.
thanks for the vids i checked out most of the first one and will try to adapt the workflow for zbrush and maya since i dont got mudbox. though also since a lot of your work was done with the scrape tool and sculpting with a stamp i think even sculptris will even be a good fit for this kinda work.
i will just need to bake with XNormal or just use grabdoc in zbrush with a hight-map matcap on.
ya for getting the videos both Opera and Chrome got a extension called fastest tube which add a download buttons right to YT's UI and lets you grab any version of the video that can be played in YT at the same quality.
I had a go at a few hours of sculpting in Mudbox. I gotta say creating cliffs/mountains has never been easier! Wish I had World Builder too though. thanks for the tutorial!
I use Download Helper plugin for firefox - it downloads exact quality as it is on youtube, so u won't have any quality loss there
The quality loss comes from youtube re-encoding. Jdownloader works the same way as your plugin. Ideally I could just download the originals, but it's not a big deal.
Could you not just sculpt and paint it all in mudbox? Why even use world machine?
world machine gives you much more realistic effects then you just sculpting it, plus you can use each bit of generated effect to push out different maps that you can use as masks for your texture work.
Some of the maps it pushed out are way to soft for the revolution we are talking about tho. I mean the detail in the AO map looked like a 512x 512 map
Thanks guys, I really appreciate all the comments and they really help me get some motivation for making some tutorials that will show you how to make content for game engines in the future.
Now as for the 3rd part of the tutorial its been done 2 days ago but I'm having a hardtime trying to upload the file to youtube since for some reason its size is abit over 3gb and the upload stops whenever my internet bugs out sometimes.
I did 3 attempts so far and the upload stopped in the middle of it.
With my upload speed being 60kb/s it would take me 8-10 hours of upload time.
I will probably have to reencode the video, because the size of 3gb isn't something that I expected (I was expecting something around 600mb to 1gb just like the other parts I uploaded).
The part 3/3 features the implementation of the terrain in the game engine and its around 1 hour and 20min of tutoring.
I assume I'd build a base mesh similar to that shape and follow the rest of your steps?
This is a good example of one of the limitations you might meet while working on a terrain system. In your case depending if you are planning to walk on that giant floating piece of terrain you will have to make a model for it and use vertex coloring to paint your texture masks for each texture you are using (grass, stone, soil etc...)
Now depending on which engine you are working on, you will have different ways of solving the problem :
Lets say you are trying to make the scene you showed me on the screenshot in Cryengine.
Cryengine has in awesome feature that you will probably not find in any AAA game engine, and its voxels.
You can use voxels to make caves, rocks, any kind of terrain formation you want inside the level editor itself.
And the best part about it is that you wont have any texture seams or texture projection issue when using voxels, since its all textured seamlessly and automatically. (Cryengine supports 3d textures/materials for minimal stretching when slope angle is too high).
Now that was one way of solving the problem.
The other way around, is to use a more conventional method.
This method is used for most engine such as UDK for example.
You will have to model by hand your terrain, sculpt it in mudbox to add some detail then make a low poly version that you will have to UVmap for minimal texture stretching.
And then you will have to bake the normal map/ambient occlusion map onto the low poly terrain.
The final output that will be used in the game engine will be a model with textures.
Limitations you might meet with this method :
- Texture seams.
- Control over your terrain in the engine (you wont be able to modify your terrain since its a model)
- Collisions.
I had a go at a few hours of sculpting in Mudbox. I gotta say creating cliffs/mountains has never been easier! Wish I had World Builder too though. thanks for the tutorial!
Looks awesome, keep it up, can't wait to see the final result !
@ choco - great stuff once again
What do u use to record stuff? in my case I suffer from whether getting bad quality (too much compression)or too short capture duration (up to 10 mins max, cauz it seems to use only RAM before i save the captured vid, and it runs out of RAM pretty quick:P)
Could u plz tell a bit about your capturing approach ?
@ choco - great stuff once again
What do u use to record stuff? in my case I suffer from whether getting bad quality (too much compression)or too short capture duration (up to 10 mins max, cauz it seems to use only RAM before i save the captured vid, and it runs out of RAM pretty quick:P)
Could u plz tell a bit about your capturing approach ?
thanks a lot!
Look for anything with hardware compression. If it is a game engine try gameclaw, its like fraps.
@ choco - great stuff once again
What do u use to record stuff? in my case I suffer from whether getting bad quality (too much compression)or too short capture duration (up to 10 mins max, cauz it seems to use only RAM before i save the captured vid, and it runs out of RAM pretty quick:P)
Could u plz tell a bit about your capturing approach ?
thanks a lot!
he uses camtasia to do desktop capture and prolly also edited the video in camtasia also
Technically this will work with any engine regardless of it supporting heightmap based terrain. as long as you can write a terrain blend shader, you can allways use 3ds max to displace a plane an make it a static mesh. you will lose out on the dynamic LOD aspect though.
Replies
I have been messing around with Worldmachine for a while now, and this should really help giving my terrains that finalized feel.
I assume I'd build a base mesh similar to that shape and follow the rest of your steps?
My personal workflow is that i sculpt my base terrain in sandbox then export it to GeoControl, run some filters for erosion or whatever on it and from there it goes back to sandbox terrain. I'm sure you can do it similarely after all your steps. You can even bake your terrain texture and import it into sandbox. So the end result shouldn't look that much different but run a lot smoother.
Completely ignore everything that i wrote if you already do it like that. Part 2 and 3 arn't up yet.
He won't actually use the model in-game.
He's just using it to generate the texture maps and a heightmap, which he then apply to the CryEngine/UDK's terrain.
http://www.youtube.com/watch?v=gRHSbiF6chU
part 3/3 will be on youtube later today
you terrains looks F amazing!
I will for sure soak in some of this knowledge!
why would he?
So they can be easily downloaded and watched in a video player that isn't Flash-based, such as VLC or Quicktime. So they can be watched offline. So you can have them for future reference stored on your computer. For a multitude of reasons.
I did that from the start, but there is a quality loss. Oh well.
I use Download Helper plugin for firefox - it downloads exact quality as it is on youtube, so u won't have any quality loss there
i will just need to bake with XNormal or just use grabdoc in zbrush with a hight-map matcap on.
ya for getting the videos both Opera and Chrome got a extension called fastest tube which add a download buttons right to YT's UI and lets you grab any version of the video that can be played in YT at the same quality.
for opera
https://addons.opera.com/en/addons/extensions/details/fastesttube-youtube-video-downloader/1.5.4/
for chrome
http://www.chromeextensions.org/music-videos-photos/fastesttube/
The quality loss comes from youtube re-encoding. Jdownloader works the same way as your plugin. Ideally I could just download the originals, but it's not a big deal.
Could you not just sculpt and paint it all in mudbox? Why even use world machine?
world machine gives you much more realistic effects then you just sculpting it, plus you can use each bit of generated effect to push out different maps that you can use as masks for your texture work.
Some of the maps it pushed out are way to soft for the revolution we are talking about tho. I mean the detail in the AO map looked like a 512x 512 map
link
and terracing is done this way:
My only negative thing to say is Dammit, get the third video up. I was refreshing on Youtube and here trying to find it.
It's hard to find tutorials that are so well done that you can watch several hours and still want more at 1 AM!
Thank You!
I suggest you try out the demo. It's a damn fine tool. After watching this tutorial however, I may just have to buy the pro version.
Now as for the 3rd part of the tutorial its been done 2 days ago but I'm having a hardtime trying to upload the file to youtube since for some reason its size is abit over 3gb and the upload stops whenever my internet bugs out sometimes.
I did 3 attempts so far and the upload stopped in the middle of it.
With my upload speed being 60kb/s it would take me 8-10 hours of upload time.
I will probably have to reencode the video, because the size of 3gb isn't something that I expected (I was expecting something around 600mb to 1gb just like the other parts I uploaded).
The part 3/3 features the implementation of the terrain in the game engine and its around 1 hour and 20min of tutoring.
This is a good example of one of the limitations you might meet while working on a terrain system. In your case depending if you are planning to walk on that giant floating piece of terrain you will have to make a model for it and use vertex coloring to paint your texture masks for each texture you are using (grass, stone, soil etc...)
Now depending on which engine you are working on, you will have different ways of solving the problem :
Lets say you are trying to make the scene you showed me on the screenshot in Cryengine.
Cryengine has in awesome feature that you will probably not find in any AAA game engine, and its voxels.
You can use voxels to make caves, rocks, any kind of terrain formation you want inside the level editor itself.
And the best part about it is that you wont have any texture seams or texture projection issue when using voxels, since its all textured seamlessly and automatically. (Cryengine supports 3d textures/materials for minimal stretching when slope angle is too high).
Now that was one way of solving the problem.
The other way around, is to use a more conventional method.
This method is used for most engine such as UDK for example.
You will have to model by hand your terrain, sculpt it in mudbox to add some detail then make a low poly version that you will have to UVmap for minimal texture stretching.
And then you will have to bake the normal map/ambient occlusion map onto the low poly terrain.
The final output that will be used in the game engine will be a model with textures.
Limitations you might meet with this method :
- Texture seams.
- Control over your terrain in the engine (you wont be able to modify your terrain since its a model)
- Collisions.
Looks awesome, keep it up, can't wait to see the final result !
Thanks ! I'll check it out and see if I can add this tool to my workflow
Other parts will be there shortly aswell
Part 3/8 : http://www.youtube.com/watch?v=o3lVs-7JBn0
What do u use to record stuff? in my case I suffer from whether getting bad quality (too much compression)or too short capture duration (up to 10 mins max, cauz it seems to use only RAM before i save the captured vid, and it runs out of RAM pretty quick:P)
Could u plz tell a bit about your capturing approach ?
thanks a lot!
Look for anything with hardware compression. If it is a game engine try gameclaw, its like fraps.
he uses camtasia to do desktop capture and prolly also edited the video in camtasia also
Documentation:
http://unity3d.com/support/documentation/Components/terrain-Height.html
Technically this will work with any engine regardless of it supporting heightmap based terrain. as long as you can write a terrain blend shader, you can allways use 3ds max to displace a plane an make it a static mesh. you will lose out on the dynamic LOD aspect though.