Firstly by going to the Landscape mode, I selected my size. Considering the playable size of the map will be restricted to the building, and the terrain is only what they will see through the windows, I don't need a particularly large landscape, which will use up more processing power.
The Hydro Erosion tool was used to create small grooves at the bottom of the mountains to give a realistic erosion effect that would be apparent over years in reality.
The other tool I used was the Retopologize to prevent stretching of materials once applied.
I created a new material, using the naming convention M_ (to denote material). Inside the file, I created nodes to connect three materials (defining the amount on the left panel).
The reason for this is to create several layers that I will be able to paint with continuously. The main ones being Grass, Rock, and Gravel from the StarterContent folder.
Two types of files are included, _D for Base Layer and _N for Normal.
Using the LandscapeCoords node and linking it to all the textures, followed by adjusting the Mapping Scale adds a greater level of detail to the overall landscape to give it a much more realistic appearance.
Before:
After:
With a combination of tools, primarily the Sculp, Smooth, and Retropologize I was able to create the heightmap. Furthermore, with the use of blueprints, I was able to implement three materials which can be 'painted' on the terrain to achieve my first version of a terrain.
There is more work required to accomplish the level of detail I am hoping for. However, I can see the terrain formation coming along and with the exploration of materials, I hope to achieve rocky mountains, gravel ground filled with rocks and dead trees to enhance the dark, isolated atmosphere of the game.
There is more work required to accomplish the level of detail I am hoping for. However, I can see the terrain formation coming along and with the exploration of materials, I hope to achieve rocky mountains, gravel ground filled with rocks and dead trees to enhance the dark, isolated atmosphere of the game.






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