Grass looks really good! Keep going!
This is coming along nicely. Keep it up. =)
Great work, really looking AAA. Are you using speedtree at all?
Thank you very much :). Some minutes ago i tryed a simple spline mesh for landscape. Like it.
Think this will be the last screen for the next weeks. Want to do a good amount of assets first. But its what a amateur like me can do with UE4!
Edit: forgot to show a screen from first person view
definately an improvement! the colors are much more natural and IMO matching that of wilderness (as opposed to golf-course grass), and the models are quite nicely integrated. the lighting is better too
for me LPV + DFAO in a simple scene reduces the framerate to half, and the quality isn’t that great either (LPV leaks through walls and DFAO makes “moving dirtyness”) but I blame it on the WIP tech behind it
btw check your PM
Hi, looks good, and I’m attempting something similar so I was wondering if you had any advice for setting up lighting in a large terrain?
I currently have a landscape at 4033 or whatever the maximum is, and with the default lighting setup the lighting takes a long time to build, so I wanted to use dynamic lighting but I couldn’t find any way of disabling the lightmapping, so I was left with black splodges all over the landscape :¬(
What is LPV + DFAO ?? How do you set it up?
cheers
Thank you, no… there is no speedtree involved the trees are assets from the 3dmotive tutorial and the grass is a “never-ending back and forth”… now its a mix with different technics… mix betwen fully polygonal blades for near and one sided for far distances. I saw a document about real time grass and tryed some parts from it http://www.kevinboulanger.net/grass.html a great document!
Hey… i tryed lightmass on 4k too but had a lot crashes. Since then i’m on dynamic gi and i love it so far. I think you should follow this link to set your lightning up https://wiki.unrealengine.com/Light_Propagation_Volumes_GI
And DFAO is distance field ambient occlusion https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/DistanceFieldAmbientOcclusion/index.html
thanks for your links
I got lightmass disabled now and fixed my lighting issues - thanks for that! don’t think I need to worry about DFAO either right now
Next job, I want to get displacement working on the rock layer :¬)
Looks great! Was any of this landscape texture painted, or is it all based on heightmaps? Also, how did you create that little path in the last screen? Thanks and keep up the good work!
Hey, thanks!
No, its painted but different detail layers depends on height and slope. I use a big texture too, for tinting grass an get some color variation in the detail textures. That path is realy simple, i made a plane with enough resolution (in 3d app), put a tiling texture on it and use it as landscape spline.
Hey all,
took a long break to wait for 4.8. After seeing the kite demo i’m not longer satisfied with my old progress
Finally 4.8 released and i’m back on track again. Its time to dig all the new features.
Opened my old project in 4.8 but i think i have to redo most of it in order to get the new features in.
Looking good to me.
I really like the look of this. The work is inspiring and gets me reared up and wanting to do some world creation myself.
I dont read a single Word. i just fast scrolled down as always. What happend? It was . You can litaraly SEE the progress growing on the pictures. Amazin work!
Amazing work!
Would you be so kind to share your material graph with us beginners?
Thanks!
This is ! Subscribed!
Fantastic work! I’d love an update on this project with details of the material and lighting setup.
Long time… sometimes things happen in life we can’t plan. I ported the map to 4.12 and made some changes to the grass but nothing more. I still want to work on the map but time is my enemy. Sorry…
Still looking very nice!