Monday, June 29, 2015

Terrain Workflow Exercises // Unreal 4 //

With the weekend coming to a close I wanted to post the results of the Terrain Exercise I have been working on.

Unreal 4 Captures

 





Terrain material setup in Unreal

-Setting up the Terrain PBR Material was my favorite part of the process. It took several hours of tweaking and revisiting maps in Photoshop to hone in the desired look.


-The only problem I ran into was with the Roughness map. Unreal 4 requires you to invert the red channel of your control map by utilizing a 1-x node within the material editor.

-I also recently learned that Substance Designer has a plugin for Unreal which allows you to update your catalog of texture maps in real time, assuming it works without issue you could really reduce the time spent on adjusting textures.


 3rd Person Camera for scale-


Aerial shot 


Wrap Up


1. Zbrush or Mudbox // Create rough displacement maps to be utilized in World Machine
2. World Machine // Node based authoring to generate various maps |height|normal|flow|splat|
3. Photoshop // Authoring, Organizing, and Finalizing .tga files for engine.
4. Unreal 4 // Import height map for terrain tool, import texture maps, and create/author terrain PBR material.




Tuesday, June 23, 2015

Terrain Workflow Exercises // World Machine // Mudbox

Nothing spectacular at this point, generating some terrains out of World Machine and spitting out some displacements for use within Mudbox. Next will be getting these maps into Unreal 4

Terrain 01


Terrain 02



Vector Displacement Map usage in Mudbox

 

 



Monday, June 15, 2015


During production of Halo 4 I had the honor of working with some amazing concept artists.  This door was Designed by Josh Kao, who is still rocking it here at 343.


Out of all the assets I modeled for Halo 4 this one was by far the most fun. The high poly never received a proper render in production as the schedule had all of us moving right along.



I'm looking forward to showing the work I have completed on Halo 5. But until then, here is a proper render this asset deserves. 






Wednesday, June 10, 2015

Thursday, June 4, 2015

Overdue for some new exercises so here is a speed sculpt from this evening.