So I've been posting this in the WAYWO thread a few times now, figured I should post a thread and get some good feedback/opinions. Here goes! I am creating mid-sized environment in UE4, completely personal idea, not based off existing concept art. The idea I have in mind is a lush, forest environment with a large, rocky…
Thanks for the input guys. As for the proper shading and tonemapping, that won't affect the way UE4 deals with lighting proper backfaces and foliage in general. It is a common problem. UE4 does not support lightmaps on instanced meshes, so anything placed with the foliage tool is out of the question. I'm finding a way…
To be quite honest, Justin, it's hard to say. UE4 has so many perks. But if its a really nature-heavy scene, UDK might just be better since it supports custom lighting modes. UE4 is restricted to deffered lighting. However, I've seen some really nice foliage around the Unreal Forums, so I think someone will come up with a…
So here's a small update with a quick paintover of the sky which I plan to get working on later, as it adds a lot to the mood. Worked on the sense of scale a bit, something still feels a little wrong, but I think adding the ferns helped stabilize things a little. For now, I'm sticking with leafy trees unless UE4 starts…
If you do plan on going with a "dead tree" look to the valley, I would strongly suggest using dead branch cards in place of leafy ones, to add to the oppressive look of the overhanging dead trees. Also, you may have to rework the ground so the grass and other vegetation matches the feel of the dead trees above. It wouldn't…
Alright so UE4 has been giving me some massive headaches concerning foliage. I've tried just about everything and there just doesn't seem to be a way to get foliage to look right with deffered lighting. Weird artifacts show up at a distance, or things just look too flat and boring. I've already editing the Normals…
After dealing with the foliage lighting issues in UE4 would you recommend it for a nature heavy scene or should I stick with the May 2014 release of UDK?
Thanks guys, I've taken a few days off from working on this, clear my head a little and taking a step back to see things with a fresh perspective. Will post updates soon. I've decided to stick with leafy trees and working around UE4's limitations. If it really doesn't work out, I'll go with dead trees, but for now it seems…
Your grass is looking absolutely amazing, how did you get it to shade so well? My foliage doesn't light well in UE4 despite having edited normals :( I like where you're going with this, like the others have said, perhaps a bit less grass, but I'm sure you have something in mind. I can't really crit anything, so far so good.