Hi everyone! I'd like to share some screenshots from a project I've been working on for the past few weeks. A fully procedural open world landscape project built in Unreal Engine. Still a work in progress, comments / critiques are welcome! It features: -A 64km2 landscape -Level streaming (Split in 64 levels, streaming…
[WEEK 02] This week I defined my main biome reference. It's a great lake Ladoga located in Karelia ("Land Materials" pic). Thinking of the mood of the scene, I chose "frozen sunset" as a starting point. I'm really inspired by all those sunset colors that can be reflected by snow and ice. UE4 BLOCKOUT I recreate my Week 01…
The first problem is probably because of the default desaturation in the postprocess. World properties -> rendering (or postprocess?) if you don't have a PPchain, uberpostprocesseffect in the PPchain if you have one. Can't really say about the second problem though. Does it happen if you use landscape? If I recall, you can…
I think it's maybe because we don't really associate pictures of landscapes with lots of DOF. Look at most of the landscape photos out there, or ones you've taken. Most of the shot is in focus because we like to look at the landscape itself. There's aerial perspective though, which is what you really need to capture to get…
Hello, That UDK Information is very inaccurate. You can do a totally open world that is 19 km x 19 km with the Landscape system. And that is just 1 landscape. And you can have multiple in a single level. Not to mention Level streaming. Landscape has a very good LOD system built into it. Also, There is no limit on level…
thats how detailed i want it to be. look how perfect the eges are. no visible tris this is how it looks when i make it: i use world creator 2 i made the desert with 1/2 meter resolution. but when i send it to ue4 it just eats too much fps. i tried using the ue4 landscape lod settings without compositor but i dont know what…
Yes I did. It did remove the static lighting, but for some reason the time it takes to build the lighting still increased. For my current scene, it takes 2 mins and 30 seconds to build the lighting. When I add a landscape with "fill world" pressed and "static shadow" off, the time increases to 8 mins and 30 seconds. As a…
Its coming along really nicely. You mentioned your composition is feeling off/ empty. You might want to look at some traditional landscape paintings and see how they fill the space. Ide recommend looking up American Landscape paintings specifically as they deal with a similar type of scene and have some simple but…
Technically, to paint a landscape you would use landscape layers to paint in the landscape tab, which is slightly different than painting by vertex. You still may often paint models by vertex with a pretty complex material setup. You can use your vertex colors as a blend in a lerp node between multiple colors, normals, or…
I'm sourcing some more in-depth information on creating cities, such as GTA V or Watch Dogs legion. Especially when it comes to the city base. Landscape and roads with or without height variation. I understand that spiderman used a flat surface so they could easily randomize city elements throughout the world using…