I decided to use today’s holiday on UE4
at first I tried working on my character stuff but (as every time I do) it wasn’t long till I hit a blocking halt (this time wanting to use the TPP animations on my character, till I found that different skeleton retargeting won’t come until 4.5)
so I moved to something also interesting, my attempt at making a semi-procedural landscape material.
I’ve seen quite a few threads with some nice landscapes, the WorldMachine seal is there so the quality is undeniably good most of the time.
however I believe the more the topology should change for gameplay purposes, the more ‘off’ those nice fullsize color/depo/etc maps will look. need to flatten a bit to put a house on top of that hill? sorry but all those nice details will look out of place then.
the more changes you might need to your landscape, the more hassle it will become to go back to WM, adjust, re-export everything, re-import, repeat. instead I believe using the in-editor would improve the workflow quite some.
The idea is to create a nice automatic blending of ground types vs. rock/snow based on slope, altitude, etc. these ground types will then come from the (manual) layer painting to have diversity areas like beach, grass, desert, etc.
so after spending a little time making a testcase landscape I imported it into Unreal with one diffuse texture. nothing fancy yet, just the coloring macro that comes in WM which is the looks that I’ll be trying to replicate and improve upon
next up will come the actual work on the material
for reference I’m also posting a view that shows how dense the landscape is in relation to my character (which is as tall as the UE4 character), as well as the full-scale size of the landscape (roughly 2.3x2.3km)
this goes out to people like Malkav!an and Ulrich Thümmler, I think you’re fond of this stuff
I’ll post some progress as I go