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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?
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
I for one welcome any system that will put focus on content that isn't sepiroth dancing to techno while waving his five meter dick around in a landscape made of infringed content.
Update, started working on the forest area of the landscape, testing the tessellated stone wall material using a bridge mesh. I got few other rock and cliff meshes in the scene as well.