The weightmaps (layer painting) heightmaps(sculpting) and slopemaps (normals) are all textures, but are created by the engine with a 1:1 texel to vertex ratio based on the chosen terrain component size. Lightmaps also initialize at the same size but has a scale multiplier for more or less lightmap resolution as needed.…
I love my Australia. I didn't take any of these. You can tell beacuse there isnt giant thumb and lenscaps over these images. I love the red earth with the trees. In more green forests it really stands out. The smell is really good too. Smells like home.…
Project: Wormheart: Tale of the Outsiders Engine: Godot 4 (Forward+ Renderer) 3D Compensation: Royalties during prototype and then paid roles after funding! Team Size: 25 (and counting*) My Role: Lead Artist / Creative Director We’re expanding our team for the vertical slice prototype of our high‑dark‑fantasy CRPG,…
To get a feel for how it will look I've slapped on my diffuse I made in Photoshop with the different weight, ambient occlusion and cavity maps from Mudbox and World Machine. I've also applied the normal map too to the landscape but I do get a lighting issue with this applied. Any how here are some images to give you an…
Hi! I'm wondering about more precise workflow of Gaea/Work Creator with UE4. I watched some tutorials and I have a feeling (maybe because of my lack of knowledge) that it creates just nice looking landscapes which are cool to render, but hard to work with. I couldn't find even one movie that shows you more than a cool view…
Current Progress; ________________________________________________________________________________________________________________________________________________________________ Alright guys, I’ve decided my next project is an environment
inspired by the Hemwick Charnel Lane area from the 2015 game Bloodborne by…
Checkout my Worldmachine Preset and my Material. I'm rendering out the Masks for the detail layers with Worldmachine and the Coastal Overlay Plugin, which i modified slightly. So with my Setup you dont need to paint any detail textures per hand at all. But you could still edit the Masks in Photoshop or something similiar.…
Inspired by Bhutanese Architecture and my travel experience to the Himalayas, i decided to create a story around it . Developed this project from Concept to Finish. Created several Trim sheets in Substance Painter as most of the design elements would be repeated throughout various architectural elements like doors,…
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…
For the landscape material, I use a Material Function that outputs a world-space material (in this case snow). I use this MF in the regular landscape material and in the "special" terrain blending material on the mesh. You're right, if you were to put this rock on a sand-landscape, snow would still show up at the…