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Procedural dynamic Automatic Landscape Material Set 3 Tropical Islands

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    [TOOL] Procedural dynamic Automatic Landscape Material Set 3 Tropical Islands

    The Set includes:
    • Automatic Landscape Materials for Tropical Islands
    • Palm trees
    • Special Water Blueprint and materials
    • 32 Unique 8192 16 RAW maps for Islands Landscapes
    • 1 Overview Map
    • 2 Ready to use Demo Levels



    The download is 1.4 gb and this just as preview.

    http://ghmk.net/ue4/Set_3_Tropical_I...01_GK_2015.rar


    New demo 4.9 and Rift Support press k to change maps

    http://gkdev.eu/ue4/Island_Demo.zip




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    Last edited by cronos3k; 12-23-2015, 10:24 AM.

    #2
    and now some more plants
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    Attached Files

    Comment


      #3
      Now submitted for review:




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      Last edited by cronos3k; 06-19-2015, 05:31 PM.

      Comment


        #4
        It needs work - your tropical islands seem to be uniformly grey dirt / sand.

        Comment


          #5
          Expanding on what ambershee wrote - I think a material for the shore with some specular/wetness to it would be nice.


          For my part I think the foliage/forest is a bit too uniform - the canopy seems to be at a consistent height, which is really noticeable. Put in some more scaling especially on the Z axis so you can get a less-uniform canopy and it will look nicer. I also think making a varying the leaf material's shade of green will help a lot.
          Storyteller - An immersive VR audiobook player

          Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

          Comment


            #6
            Hello n00854180t and ambershee,

            You are both right from a far the sand looks rather uniform. However close up it is detailed and uniform is better than visible artifact. Think I can adders that by adding another macro distribution texture.

            See image for closeup of the sand:

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            That is a good point, I am adding a setting that controls the specular/wetness on the shoreline. To make things more believable. The feature is already in the materiel and has been used before to make snow on mountains look specular.


            The plants are just a test to see if the performance is OK the have not been placed in the map with any artistic considerations. So there is room for improvements.


            I think I can get variations on the leaf Material in a procedural way by looking at the world position and adjusting some of the parameters.

            I post the results when I have them.

            Thanks for the input.

            Comment


              #7
              Hello n00854180t and ambershee,

              This is the new first iteration with a specular/wetness on the shoreline:

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              The next step is to give the user with parameters more control over colouring and the look of the wet sand.

              Comment


                #8
                The wet sand is now fully adjustable by the parameters of the materiel instance



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                Last edited by cronos3k; 06-19-2015, 06:57 AM.

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                  #9
                  I added now the animated wet sand effete



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                  Last edited by cronos3k; 06-19-2015, 08:08 AM.

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                    #10
                    Progress on rocks and water

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                    Last edited by cronos3k; 06-19-2015, 06:01 PM.

                    Comment


                      #11
                      Brilliant update man!

                      Small suggestion for the wet sand, which looks quite awesome I suggest making it go further up the shore a bit, as if the tides were lapping up and going back down. I'd also darken it slightly more so that it's noticeably darker than the dry sand at a distance. I think that will improve things even more.

                      Nice work
                      Storyteller - An immersive VR audiobook player

                      Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

                      Comment


                        #12
                        The palm tree trunk texture doesn't look very appealing to me but other than that (and the things mentioned by n00854180t and ambershee) everything looks pretty darn decent to me! keep it up

                        If you take requests, I would like a (preferably larger) map where it nicely transitions from the island shore to really really deep waters, so it can be used for underwater exploration for example.

                        4.10 Update! -> [Community Project] WIP Weather & Ocean Water Shader
                        WIP Interactive Water Shader, WIP 2D Water Sim
                        WIP FFT Ocean w/ Foam, Quad-tree Infinite Ocean LOD

                        Comment


                          #13
                          Hello TK-Master

                          I did an update to the tree trunk and added more details to it see image. In regards to the map, I am putting two 20 km big maps together with about 5 to 12 different island on them. I think that I can include deep water sections. How deep should it go ?

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                            #14
                            Hello n00854180t

                            I did an update and adjusted the wet sand to be darker

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                            Last edited by cronos3k; 06-19-2015, 07:15 PM.

                            Comment


                              #15
                              Lookin good!
                              Storyteller - An immersive VR audiobook player

                              Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

                              Comment

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