Hi SinKing, What you have asked for is exactly what asset pack is about. It gives you 50 base set-ups (some tillable as an extra), Video tutorial series from start to finish from creating your base maps in image tool, explicit customisation for the use end user wants, using 3d app for texture creation, removing texture stretching on near to horizontal rock faces, Baking AO, Colour map, Direct lighting, indirect lighting, light maps, normal maps, displace maps, 16 bit height maps ready to export to UE4.
Should also add, Im not using any plugin for UDK export, I watched a few vids of that technique a few months back and have never seen anyone come up with something that looks good, but i may look at it in the future if someone can prove me wrong. I use base maps all the time with world machine, works fine if you setup the node system correctly. But even then i really only use the procedural tool for interesting height elevations and importantly masks maps for my separate texturing layers to match the elevation file.
All the real good stuff is then done in the image editor, then into 3d app for mixing with object space procedural mapping technique. It’s the only way to avoid nasty texture issues on near to vertical surfaces. All is explained within the asset pack ill be selling that also includes tyhe start to finish video tutorial system.
Also manually sculpting your terrains to get exactly what you want from your modified terrain, Procedurally generated texture mapping. Also mixing multiple base maps from the asset pack into 1 map ready for export (e.g being able to mix say 4-5 height maps with textures and masks into 1 exportable height map and all corresponding textures and masks to you new modified result. Then finaly we end up in UE4 editor, importing, lighting, render settings, post pro, lightmass, and custom shader setup.
Ive done a quick video rip from one of the tutorial sections that covers creating your custom height map after sculpting and modification using path tracer for explicit quality, should help clear things up a little.
To be honest i think 50 terrains (with extra tillable versions of certain maps, about 15) with finished texture composite file for texture base, 3D scene file for then editing and procedural texturing, sculpting for what you exactly want the outcome for, 3d scene file to then bake the texture maps from your modified 3d scene & your now custom version of the height map needed to match your edited terrain.
Then also start to finish video tutorials of the whole process for $30-35 dollars (not even pounds) which epic will then take 30%, and i have to cover the tax cost isn’t a bad deal.
To be honest the only way i could make your life any easier would be to add a MAKE GAME FOR ME BUTTON. And i can’t see my self doing that any time soon
Cheers KB://youtube.com/=4KcqYoIZ0Jo