Hi all, I just wanted to share what I'm working on. It's a procedural planet mesh which subdivides/simplifies at run-time giving a good amount of geometry around the player. It's a work in progress so nothing is final. The atmosphere was the one done by Robert Khalikov you can check it out here: https://www.unrealengine.com/marketp...tic-atmosphere
The planet geometry was made using the procedural mesh component; I set up the coordinates for a cube then mapped it to a sphere. The texture is a world aligned test material with tessellation.
I used C++ for the foundation of the mesh then I extended it to blueprint for the node tile actor classes. There are noticeable cracks where certain tiles don't meet up, I plan to reduce that in future.
I also have a video which is quite old. The pictures are also old but hey we gotta start somewhere right? I plan to post an update soon!
Video link: https://drive.google.com/file/d/1Nga...ew?usp=sharing
The planet geometry was made using the procedural mesh component; I set up the coordinates for a cube then mapped it to a sphere. The texture is a world aligned test material with tessellation.
I used C++ for the foundation of the mesh then I extended it to blueprint for the node tile actor classes. There are noticeable cracks where certain tiles don't meet up, I plan to reduce that in future.
I also have a video which is quite old. The pictures are also old but hey we gotta start somewhere right? I plan to post an update soon!
Video link: https://drive.google.com/file/d/1Nga...ew?usp=sharing
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