Thanks a lot guys :) Appreciate it and hopefully I can finish up the next chapter for it soon. I still want to do a pass of adding snow on top of the material and then showing how to set it all up in UE4 with material blends/landscapes etc. Does that sound good ? :D
I liked the videos, and agree with the anti-consumerist movement. It's like the feeling you get after watching fight club for the first time. I've seen a bunch of still images from Manufactured Landscapes. it's full of really inspiring material for games and textures, on the other hand, it's rather scary.
Hey guys great work on the environment very inspirational, quick question :) how did you guys create that background landscape is it just a hand painted mesh ?, looks great, i was wondering if there was a trick slash tip you guys had to get that effect :) great work guys and good luck :)
We have some good articles here that should help you figure out the workflow. http://wiki.polycount.com/wiki/Landscape Designing a game environment is a storytelling process. Level design factors strongly into this: http://wiki.polycount.com/wiki/Level_Design Edit: in particular, see "Level design process by Benjamin…
How does this fits into the whole "journey" theme though? It reminded me of this a little though: http://www.3dtotal.com/tutorial/1711-digital-art-masters-v7-sample-making-of-last-stand-3ds-max-photoshop-maya-v-ray-by-brandon-martynowicz-scene-landscape-town-buildings-lights
Thanks guys, really appreciate it. Technically its not really terrain :) I used landscape system for prototyping and initial composition to export height map to World Machine, add detail and import it back in as a static mesh. Workflow with World Machine and CE is slightly better than with UE as far as I know :)
Feeling pretty scatter-brained, trying to decide on stuff to work on. Here's the beginnings of a new environment I may actually finish up :P I was excited to get it into Unreal Ed (I haven't messed with it before). Starting on a stylized Viking-esque landscape, kinda mulling over a back story.
If I try to solve it like that it kind of works on the landscape??? but it is BROKEN and gives nasty artifacts on other planes! I am trying to make Light function and use with the Sun. Noise is perfect because it animates, but the shadow look too blobby if I use it right away. So I want them to stretched out.
Nice work, Obscura. Are these all static meshes including the scattered assets from houdini imported into unreal with lods and materials set up or you are using landscape grass tools, procedural foilage for the scattering especially the moss? Tbh ue4 scattering tools aren't the best compared to other softwares.
Currently working on a nier automata piece. My process starts with thumbs to get a feel for composition. I'm on values stage at the moment. I chose the landscape shot because it captures the story I want to tell with the decaying structures. The portrait one was quite nice, but it emphasized the character more than the…