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.




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