Progress: Large landscape in Unreal 4!

Work In Progress / 04 February 2019

Hey Everyone! I'm back again with those saucy updates on how the Unreal 4 landscape is going. I've been making slow progress because I am also currently working on other projects having to do with lots of modeling.



Again here's the concept I am working off of. The plan is to create a short cinematic shot and create all the assets from scratch.



So I finally got the landscape in unreal and I got all the shapes and forms to they're correct size from World Machine. I'm working with the largest possible size in Unreal. I know you guys can't tell from this shot, but once there's actually stuff in the environment its going to look even bigger.



I've also been trying out the particles effects in Unreal just so I can test if I'm actually going to be able to pull off the volumetric clouds and atmosphere in the concept. I think for the first pass they're looking ok.... Not something I will call done, so I will comeback to them later


 
I created the cloud particle with a quick graph I put together in Substance Designer. It will make it possible for me to create many variations of cloud textures for later use.



And finally the base ground materials I am going to be using for the coverage of the landscape. I'm still a bit slow when it comes to using Substance Designer so I went with a different approach when creating these tillable textures. I sculpted them by hand in ZBrush and then baked the information so I can then use back in Substance Designer. Skipping the whole long process of creating the graphs for the shapes. I mostly used Designer for the color and to adjust other maps like AO and Roughness.



That's all for now I will continue to post after I did see some comment on the last post. Let me know if there's anything I should go into more detail on.