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Hey guys, i saw this video about the landscapes and i was wondering if there is an tutorial series how to make sth like this from the technical view. how to setup this and create maybe sth similar: https://www.youtube.com/watch?v=kVMi_5E_NJY
Someone discovered a scale miniature landscape in the middle of nowhere in China via Google Earth. http://www.theage.com.au/news/web/xfile-in-china/2006/07/20/1153166503699.html Strange stuff. Any speculation on what it al means?
Awesome work! I'm sure this isn't the case irl but it'd be cool to see some mountains/landscapes out in the distance beyond the windows. Also some vegetation hanging down from the roof on the outside.
That would be awesome and really helpful. I had a difficult time trying to get it working correctly on outdoor scenes and with landscapes as well as with volumetric fog. Anyways, looking forward to your tutorial. Thank you!
Going to ignore the landscape for now and just focus on finishing the buildings. I don't have much time to work on this so I hope to finish at least half and then get a good river in there.
Yeah the puddles are a bit of an issue. I did them with layer painting on the landscape and i always had some bleed.I have to look into proper setup of a puddle shader that controls the bleed.
Yup, found the problem. I have a huge plane with a highly reflective water material on it sitting underneath the landscape. So that reflects all the light back up onto my meshes.
A ton of info in the UE4 docs https://docs.unrealengine.com/en-US/Engine/Landscape/Editing Some good videos from our own @futurepoly https://www.youtube.com/user/Futurepoly/playlists
Best way IMHO is to generate masks from the terrain, using WM nodes. Slope, erosion, accumulation, etc. I put some resources here http://wiki.polycount.com/wiki/Landscape