Tutorial : Create a landscape material from World Creator to Unreal Engine 4

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
okay hi hi everyone uh i hope you're all doing well i'm pretty happy to finally find some time to do a live stream i want to to make this one very quickly it's about a lot of questions i had about my workflow from word creator to unreal engine first of all thanks so much to everyone who gave me so much feedbacks messages and all kinds of stuff from my last videos it's a lot to handle for me right now it was uh very very cool thank you so much uh you're all so sweet and so nice to me so thanks again uh of course it's difficult for me to make a whole live or a whole tutorial about everything i do from everything i do from my workflow because the last video you saw take me some weeks to create so it was a lot of works and a lot of fine tunings and i hope uh that's this stream gonna be the first step to show you how to create some convincing landscape from world creator to unreal engine let's begin just i just opened world creator here i'm not going to do a tutorial about world creator today because that's not what i want to show you i want to show you how to create a material in unreal from scratch and it's going to be very easy in unreal because it's basic stuff and if you never if you've never done anything in unreal in blueprint or material i'm gonna do i'm gonna do it step by step and i think it's gonna be clear and simple i hope so let's not go into too fast so uh i just want to show you how you can avoid tiling issue when you are creating a landscape and a material landscape so you have two solutions when you are when you want to avoid tiling the first one is working with your texture directly in what creator to avoid tiling problem problems sorry by adding a lot of layers and you can also do it in unreal but for me it's always better when you do it in wall creator because this is where i spend a lot of time working on my main landscape and this is where i want to put very a lot of effort to make it looks very great and i want to be happy when i export something from world creator so let's just maybe add some filters on this one i don't want to be very large because i don't want to have trouble with the performance issue while i'm streaming so let's maybe just uh yeah make those small mountains a bit extreme so we can see better our texturing later maybe yeah something like this let me try something different a different seed i i have absolutely no idea what i want to do it's just i just want to show you uh some texturing so oh maybe this one i like this one okay so this is a nice uh beginning let's just put on one filters because i want the the landscape to be pretty also okay something like this just something something simple yeah maybe maybe this one yeah maybe this one is cool okay let's add this one here and say we are happy with the look of this one we have a lot of details but we are lacking something texturing so let's jump to texturing and add a new layer called rock zero one the first advice i want to give you is to always try to have the same order order sorry for your layers because if you do a material in unreal it's sometimes easier if you if you have some habits and if you know okay the zero one is rock and the zero two sometimes you need to change the order because uh of the way you are creating your landscape but if you can try to stick with the same order for me it's always two different texture per type so two rocks layer to grass layer to sand layer or dirt layer discover a lot of my landscape and if you need more of course you can add like whatever you need so for example we want to add a rock let's add a basic texture just to show you okay so this is just gonna be a reference texture uh the the the way we're gonna choose the texture is with crystal quick cell bridge in unreal in the materials so don't bother trying to make it look too realistic here this is not what we want we just want a color basically to to see where the texture goes so okay that's fine for the first one let's add a second rock layer so i'm doing this because i already want to avoid tiling issue of course you can see if i change the tiling here that's quickly we see the repetition of the pattern here and this is very ugly of course and this is something we want to avoid of course we can do it in unreal as that's as i said before with some noise and some masking but for now let's do it here so that's why i'm always it was better before with this with a small italian as i said before i prefer to already here in wall clear add a second rock layer and i want you to see it so let's go with a darker color and of course you can't see the previous one that's absolutely normal and for example i i just want to say that this is not a world creator tutorial so if you want to mess with those settings feel free to go on the walkway website there is a lot of tutorials and i will probably make some tutorials about how to use all those settings for now let's try to find maybe with the cavity uh yeah probably something with the cavity if you go to concave it creates those like if there is some dust covering some some parts and some area of the rock i don't want to spend too much time here so for me this looks already fine and let's continue adding some layers for example grass zero one let's add a grass texture okay uh oh also i hope every everybody can hear me well if there is some trouble with the music the volume or anything feel free to ask in the comments okay so now we are we have green everywhere we want to change that the easiest and fastest way to do it is to check the slope select because we just want this texture to be applied at a certain amount of slope so let's try to see well it's the best probably something like this okay that looks very fine and yeah it is this is quick i know i know this is very quick so uh i will probably spend a lot of time in wall creator for my personal project for but for this tutorial i want to show you most of it in unreal so let's go very quick with wall creator another layer of grass why because we don't want to see this in unreal we want to avoid this styling issue so let's get rid of it right now change to grass darker grass so we can see the difference okay for the grass we want the grass to be at the same location so we just want to add something like noise and there is an option here i just want to create those variation and of course we want to apply a slope because we don't want the grass to be on those slopes so let's just and it's already creates some great variation just because the slope uh settings it's is not exactly the same so that's already great if you want to add a more natural more realistic look so here you can see there is those very fine details appearing and those big area of noise that's already a good sign for our tiling issue maybe we can change the scale of the noise for something a little bit smaller like this of course now it's obvious because i choose a very different texture but you'll see when you choose very close texture in saturation and color it's gonna be fine in unreal i'm pretty happy with this let's just add another one call it sand or dirt probably dirt let's just add one layer because it's just dirt and we don't need too much effort for it so like i add something like this very brownish color when i use dirt or sand is i'm trying to add some edges contact texture like if the the grass can't really grow on the side of the rock i want to add this like a thin line of something between rock and grass so it's better to like trying different things like slope of course but what you can do is use one side of the slope and the other side of the slope so it begin to like outline all those different areas and i think it's look pretty great of course we have a resolution problem because i choose to make like a 2k terrain and with one meter precision so of course if you go too close you're gonna see all those strange artifacts but yeah that's fine for the tutorial if your computer can you can of course try to go 4k or 8k 8k is the maximum for unreal if you want to stick with just one height map and this is what i prefer to do so that's what we're gonna do today of course uh we can also try to like uh just feel this like pond area this is just a matter of artistic choice but for example if i get rid of this slope you can of course try and hide selection and said that we just want the texture to be at this height and you can also put back the slope and do like this yeah maybe the opposite is better something like this this is also possible if you want to add variation in your game on your render i don't know uh okay so i basically just did a wall creator tutorial i'm sorry uh that's fine let's just put back what we had before something like i want it dirty today okay i want the landscape to be a little bit dirty so or dark yeah something like this this is great okay it was quick it looks amazing we are very happy with the result i hope uh let's export it or maybe yeah maybe just save it first i don't know maybe if i my computer crash or something i just want yeah i play overwatch overwatch i need for speed don't judge me please ok and i can't find my project project another project tutorial uh i know it's a wall creator project sorry let's go personal okay and let's call it material tutorial okay and i saved so now let's talk about exporting from world creator to unreal basically there is two different ways of working with height map and landscape in unreal and i use both techniques so you have the possibility to use the landscape tool in unreal that's now what i use the most because you can change the geometry and the landscape in unreal and repaint it it's it's quicker it's i think it's more powerful but you can also do a mesh and export an obg and make a material with like the same basically the same techniques with just some minor changes in the material and i sometimes prefer to work with meshes because it's way easier if you want to fill uh very big areas for example here the landscape is great if i just want to be like in a small place but if i want to fill the horizon with a lot and a lot of landscape sometimes trust me i know it's crazy but sometimes 8k is not enough to feel all we can see to the horizon even with fog and for that it's sometimes great to have a mesh that you can duplicate very quickly that you can rotate that you can scale at the size you want and it's i think easier in some specific situation so i love now to use both so i begin with a main landscape with the landscape tool and that's what we are going to do today i'm going to show you how to do it in unreal for exporting meshes maybe i will do another live stream because it's going gonna be too long if i do everything today uh but for me yeah it it's better to have a main landscape with the landscape tool and feel uh the the the horizon and the the rest of the area the empty area with some meshes yeah okay too much talk i'm sorry let's export to anywhere first first things to know we want to flip why why you ask because there is a different interpretation i don't know of the coordinates between world creator and unreal engine so if you want to have this result and not flip results just be sure to check the flip y of course you can choose to have here your settings in unreal but i prefer to just leave it to none and see the result directly in unreal just flip y just stick with raw for landscape i i want to be precise because of course if we want to do a mesh we will choose uh to use a no bg but that's not what we want to do now we want to do a landscape so we stick with raw this is great 16 bits for unreal that's perfectly fine and let's export it so this is the eight map sorry this is the height map so this is the information of the the size of every pixels to the extrude of each pixel i don't know the term but it's a black and white uh image so let's export it to here the desktop material let's call it material toot h m for height map and it's safe okay so now you want probably to know what we can do with all those colors what i told you earlier is that i don't want to use the texture in world creator i want to be able to choose the texture i want in unreal so i don't want to like export [Music] for example column maps i don't want this because this is gonna bake the color of those texture in my landscape i want just to save the information or where there there is grass where there is not whether there is rock and where there is not my god my english is so bad sorry and for that for the landscape because for a landscape in unreal this is important for a landscape so use the landscape tool in unreal you need a mask for every layer so i don't want to use a splat map which is basically um every every mask but in just one file using airfee uh sorry this is french air g b and alpha i want to have separate files for each layers so for that i want to go to i want to go to heat maps this is what i want i don't want to export filters of course i want to export texture in png that's fine of course i want to flip also the y-axis because if i forget to do that it's going to be flipped in unreal and i'm gonna spend like one hour trying to find the mistake i already done it as you can see uh okay all my textures are here let's try to export go to desktop and let's call it bitmaps that's perfect hit save and let road creator do his thing and wait the best part in every landscape the part when you see this big orange line okay that's perfect hit save because we used to lose a lot of work before and quit what creator bye thank you you're the best okay so let's see now what we just create and those are exactly what we want separate black and white mask for every texture this is what we are going to use to create the landscape and of course the height map and as you can see the files are the same size of our landscape 2k here and that's perfectly fine let's jump to unreal this is 4.26 yes this is 4.26 i just add a post-process volume to prevent the brightness to change automatically and i just had the sunscreen which is i think you can have it since 4.25 and it's unreal um automatic blueprints to link an atmosphere and a light and it's very cool because you just can change the time of day and it creates all those great atmosphere if you can't see it when you're beginning a project that's fine it's because you need to go to the plugin and go to sun position calculator i think it's a very great tool to quickly light a landscape so let's create this landscape shall we that's why we are here thank you for these comments i don't want okay strange comments but thank you anyway okay let's create a landscape we want to select our height map this one as you can see the resolution is not fine so let's try to be the closest to the size of our height map so yeah foreign 2041 that's okay and let's hit imports okay we're not we are not going to edit this landscape it looks already fine and let's see the result so this is huge right now and that's okay so let's just change the speed of the camera so i can yeah i can move a bit quicker here but it's already looking pretty close in terms of size and look as what we had in world creator that's because the raw files works very well with unreal engine but now we want to create a material for this landscape because if you go to the landscape tool as you can see if i go to paints i'm supposed to find all my layers here because i want to paint those layers but for now i can't see anything and that's normal because i didn't tell unreal that i wanted layers here so that's what we are going to do right now so let's create a new master material and call it m underscore landscape because i'm terrible to choose name and ok so um we have different things to talk about right now uh the first one the easiest one is um and will work with layer in terms of landscape and that's fine because in word creator textures are called layers 2 so to begin let's just create landscape layers so just choose layer landscape layer blend that's where we can tell unreal how many layers we have in our landscape so let's just connect it to the base color because we want to color our landscape and let's just add two three four five different layers because i think we had five and let's call this one rock zero one this one rock zero two this one class zero one this one grass zero two the best part i know you like this and the last one oh this was dirt or sand i think it was yeah dirt because we want to be dirty today i'm not going to explain the weight blend alpha blend high blend right now because it's complicated and i'm not entirely sure of how it works for now trust me you can leave you can leave it like this just change the name and it's going to be fine so now we have the layers we want and they are they are just waiting to be filled with the texture but we want to copy it and paste it once why because of course we want a normal map for our landscape and that's where it can be a bit tricky because the more layer you have and the more different texture you have if for example you want a base color a normal map and a rootness map it can be very confusing at first so for now let's just stick with base color and normal map i think it's going to be enough to show you the principle of creating but what we are going to do here you can also duplicate it and do it for ruthless or specular of whatever you want just be sure that you keep the same name because those are destination so if you want something to be in layer rock zero one in terms of base color and you want the normal map to be at the same place it's the same layer so just stick with the same name don't call this one layer rock normal map that's not gonna work because unreal will think it's a new layer and that's not a new layer we want the layer rock to have a base color and a normal map i don't know if it's fine let's continue okay now what we want to do is add texture of course and i will show you first the the simplest way the simplest way because no let's let's go let's go yeah a bit difficult okay i want to show you something if you texture let's let's okay this is an example let's call it test because i prepared just a test i want to show you to explain you something so this is just to to show uh if i just make a texture i prefer this this one to be horizontal lines uh let's just add some uh no it's landscape landscape coordinates here you need this if you want to change the tiling of your of your texture and let's go multiply and add a parameter called tiling because we wanted to change the number of the iteration of this texture okay hit apply hit save choose the landscape apply this material and sorry create an instance sorry just forget an instance my friends gonna be very mad at me okay let's put an instance and change the tiling of this instance like i i don't know if it's yeah it's a smaller value okay i wanted to show you this because this is very very important if i just put a texture on the landscape it's going to be fine for most of the texture for example the grass is going to be fine the the sand the dirt is gonna be fine but if you want your rocks to not be distorted like here if you don't want to have those very strange distortion it's gonna look bad with rocks so first of all those are not horizontal of course you can change it in the material but that's not what you want because your texture is like this so you want the material to to behave like this with horizontal lines and not with those strange lies so what we can do for this and that's why it's a little bit complicated we need to make a certain wolves just for the rocks and i'm sorry about this but i think it's the best way to create convincing material for your landscape so what can we do here let's go back to the test material what we can add here is something called three-way world coordinate three-way basically is gonna change the way a texture is applied on the landscape he will the detector will not be applied uh from along the uv of the landscape but it's gonna be more projected i'm not sure exactly how it works so if someone has better knowledge about this feel free to explain it but it's just i you're not stuck with your uv it's gonna be just fine so let's get rid of this we don't need it anymore we want to connect the texture sample but as you can see it won't let me that's because wall coordinates uh don't work with uv and texture sample admit for uv so let's just right click on the texture sample and change it to texture objects we want to convert this texture to a texture object that's it and now and we'll let me connect this i just want one texture here because you can try to make an automatic master material for your landscape this is not what we want to do we want to stick with what we've created in world creator so for now just put your texture objects in x y and x y y z and xz node and just choose the xyz output to your base color and as you can see and will automatically map this texture like everywhere in a three way and i can't really explain because i i don't really understand how it works and i'm sorry that's not the purpose of the stream today what we also want to add just to show you is a tiling parameter of course we want to change the scale of all those three scales in boot node and we want last scalar to the blends molt x and i will show you why this is not something i found and this is this is a long night on unreal forums on the internet so i don't know this exists so thank you unreal i guess and thank you all the people who put those info in forums also and yeah blends mult x okay and let's put this one here this is just what we need right now add apply add save go back to the to the instance and let's just change the tiling okay to 10 000 for example and it's already look pretty fine i guess because as you can see everything is map very yeah it's better yeah it's better i'm bad in english but sometimes i need to be simple it's better of course for rocks because as you can see if this was grass it's gonna look not really good and i think the blends the blend yeah don't okay yeah okay just go too far on the settings maybe you prefer to to okay so the blend is the amount of blending of course between those different coordinates and i think we want to stick with zero sometimes there is some distortion we will see uh for now it's difficult to see because those are just lines uh it's gonna be more obvious we are rock texture now you understand why we want to isolate a rock let's go back to the main event and let's because we are already done for this one just copy what we just done here and let's put it back to the main material and let's change this texture object to a parameter so we can change the texture on directly on the instance and let's call this rock zero one let's go d styling tiling rock zero one let's change this one to rock 0 1 blend multi and let's create a group so it's easier to see after in the instance rock 0 1 and let's put this one at the same place and this one at the same place so rock 0 1 is ready so let's connect it to layer rock zero one let's duplicate this once again because we have we have two different rocks let's call this one rock two the group rock two let's put this one to also change name to rock 2 and let's put those in the same group and let's put this one here and of course we need to do this twice because we want to also do a normal map so let's um it's gonna be a mess we can do a material function of course if we want to if we want it to look better but for now let's go dirty as we said and it's gonna be fine so this is rock zero one normal here you can put the difference the normal difference dialing rock telling what normal is not gonna be accurate because we want the same settings so let's just stick with those two we want the rock and his normal map to act the same so let's just put the tiling here also and the rock serum one blend and the rock normal in rock zero one this is great let's just choose a normal map i also already prepare some texture so we are fine and let's go to layer rock zero one and do the same for the normal of the second one so this is rock two normal and we want the normal map to work the same as the main color so we want to share the same tiling and we want to share these settings of blend multis okay i'm sorry i'm sorry about that okay let's just choose a normal map to be sure that the sampler type go to normal map automatically and go to layer rock 2. okay so good news we are done with the rock the rock in the material of course and let's put the comments because we are nice people and call those rocks three-way and that's it's for the rocks okay for all those uh last texture it's gonna be easier it's gonna be way more obvious we want a texture sample as every material in unreal let's go to the line ones because we just want to have something we want an input for the uv of course it's gonna be not a texture coordinates because we talk about a landscape so it's gonna be landscape uh landscape layer codes this one add a multiply because we want to have the possibility to change the tiling of class 0 1 if i remember correctly and let's put this one to grass zero one and let's put this one convert it to a parameter call it grass zero one and put it also in grass zero one okay and go to grassy or run we can duplicate it call it class zero one normal choose a normal map use the same tiling because we want it to act the same and go to oh sorry to lay your glasses 01 okay and now you can duplicate the whole thing if you want you can add a comment call it class so it's easier to work with and this one gonna be class zero two also original let's call this one cross zero two this one grass zero two normal this is not the funniest part i'm sorry but we need to do it so let's do two grass zero two because we are organized people class zero two grass zero two and same layer the same tiling inputs value layer graph zero two and layer grass zero two for the normal map i want to be sure i don't forget anything i think it's fine and let's make the last one for now we didn't use the heat maps oh i'm sorry just hit the wrong button okay thank you i'm we didn't already use the heat maps it's just the next step so when we are done here we're gonna use the heat maps so let's call this one dirt this one dirt i love my accent dirt this one is styling dirt okay and oh sorry i forgot to add a dirt group don't forget to create group it's it's way more easy to work with and go to layer blend and layer blend and change the inputs okay so it i think we are done for now we will also just add a specular scalar parameter here because i like my landscape to have no specular but hey this is fine we have grass one grass two and sorry dirt and all those three are very basic stuff in terms of material it's just choose a texture change the tiling go to the layer and that's it and we see we just make a manner minor changes for the rocks because we want the rock to be perfectly horizontal because those rocks are gonna create those slope and are the one which gonna be the the most distorted texture so we needed to create this little trick to be sure it stay stable for now it's fine i think it's look great not too difficult i guess and we can begin to apply it save it close it and create a new instance called my landscape put it in the landscape and it's total black that's totally fine don't worry just delete those we don't need those anymore save okay now i already choose some texture oh you can see those fine groups dirt grass rock it's so much better when we work with group because we can just find everything very quickly yeah i already choose some texture to work with in quick sale if you want to do it yourself you just need sorry to download the quick cell bridge it's free when you use it with unreal as i understand so if you use those texture and mesh in unreal it's free you just need to connect with your annual account choose a texture download the texture and you can export it directly in the project you just need to i guess install the the angel version the the software gonna ask you some questions and tell you to install and you you can see uh online how you can install it but this is my main source of texture so i already chose some grass and rock but feel free to try yourself i don't choose any tessellation so i only use diffuse and normal map for me it's enough because i'm doing large landscape and because tessellation is very difficult to set in unreal if you don't have a very huge computer so for now i stick with diffuse and normal maps but you can try to add tessellation of course so i think it's in the mega scan folder and i go to yeah texture so i have three two different rocks two different grass and one dirt and all those normal map that come with so let's change but of course the dirt first maybe i think it's this one the dirt normal which is called the same name tf okay let's change to grass so class one and i think it's this one grass number two this one and i think it's this one rock zero this is supposed to be the funny part if you if you want to create something this is where you choose your texture and it's beginning to to gain life and look so this is a bit a little bit rushed but yeah it's just i just find very simple uh close looking grass close looking rocks and a dark dirt if you asked so yeah uh and rock let's choose this one and this one i don't know why but i i always begin with the lighter one and not the dark one don't really know why and of course the last one is this one and this one probably missed yeah it's not the right normal map sorry it's this one okay save and then nothing change that's normal because now if we go to our landscape we can see all those layers but the problem is and i think i'm it's what i'm going to explain to you if i'm wrong and or if it's not exactly this you can correct me in the stream comments or in youtube but i think unreal needs a place to store the data of the fact that you can paint those texture and all those data of where you want the texture to be need to be stored in the project so that's why for now it's a total black because here you can see none there is nowhere to put those information so what we need to create is here the little plus button waits blender blended layer and create maybe a new folder called layer info so it's basically for what i understand a place for unreal to store the information of where there is rich texture so let's call this rock run and it's beginning to appear let's create this one same place this one same place this one same place and the last one same place okay and hit save okay it's not looking very good but that's normal because is unreal just applied for now the first texture texture because it and we don't have any info of where we want to put we just created um a place to put those info but we have those info as you remember we have here all the information we need to tell unreal pixel per pixel if there is a texture or not and that's where you will put your heat maps just right click on rock one layer and choose import from file because we can of course paint a texture you can like choose rock and begin to paint it's gonna work you can choose for example dirt and you can paint it work and we can store now the data of you painting your texture and this is very great but we don't want to paint it's gonna take forever we want to choose the heat map we just create and that's why we need one file per layers i told you earlier i don't want a splat map i want a splatman when i'm doing when i'm creating a mesh but for a landscape we need all those separate masks so let's choose the rock01 for the rock01 don't yeah don't look at those messages that's perfectly fine let's go import from file for rock two okay okay okay let's import from file for grass zero one okay let's right click import from five four class zero two and the last one let's go right click import from file four thirds kiss this one okay okay and now as you can see everything is set as we want of course the tiling is bad and we need to change some settings but the whole idea basically is here and it's fine so just save go back to select mode and edits the instance so let's choose tiling for now and change the rock tiling so yeah let's go you will see that there is a difference in the value because we are not using the same way of texturing here we are using the scale input node of the world coordinate three-way and here we are using the landscape chord so don't don't be afraid to try some very huge value for the rocks and some very small value for the grass so let's go maybe like yeah more than this like i don't know 75 000 something like this and let's go to rock two and put for trying the same value okay maybe more maybe you can go something something bigger let's go crazy to see where is the thin line okay this is begin to look very bad so yeah let's stick with something like this and it's perfectly fine i guess uh of course i just want to show you the main principle this is not gonna be a full tutorial of how to create a landscape so don't worry i know it's not perfect but it takes time and i don't have many so let's change the tiling for the grass and for now we want yeah smaller value this is okay probably something like this and change also the timing of the second grass okay and change the timing of the dirt here probably the same value maybe not maybe bigger [Music] yeah maybe something like this okay so now for me it's pretty good but as you can see there is those strange lines here that look weird that's because of what i told you earlier to create it's those uh it's called yeah rock blends multics so let's try to change this value here and get rid of yeah to get rid of these artifacts two 0.0.1 point five zero point seven let's try one let's try one for both okay let's save and it's beginning to look like something pretty decent i guess and of course you can choose to go to landscape and if you are not happy with the results for example choose grass change your brush size and begin to paint with all those layers that's the beauty of using landscape directly in unreal and feel free to try different settings maybe in the material you can rotate you can add a parameter to rotate your texture or i don't know change the color maybe multiply your texture with a tint whatever you want whatever you need for example here i'm not happy of the way the grass faded in the rock in terms of color so i just wanted to add a little bit a little more grass and for me in artistic way it's not very convincing in terms of texture so i love to just work for the look directly in the texture for example for me this one is too bright so you can change the contrast increasing the contrast a bit maybe not so much maybe something like this okay and do the same for this one oh no no i i kind of like the way that it's brighter spider here so let's go back to this one and maybe go oh sorry a little bit further okay this was a tutorial for snowy mountain that's it for me okay 1.4 no this is too much it's also too much okay something like this yeah choose the right position for example here as you can see there is this black area it's because it's flat and i and if i had a mesh i would have filled these empty spaces but it's if it's not the case and let's just choose choose something more dramatic here let's put the sun somewhere like this let's add some fog like this but it's the sun is going down so we can change the color to something more warm probably something like this less saturated and more and darker probably something like this and maybe yeah maybe just maybe just get the sun in position go to the post processing and let's add just get rid of the vignette effect i don't really like the vignette effect but add some yeah some lens flare maybe change the size of the bokeh change the bloom to something um maybe it was let me yeah it was okay change the white balance something warmer it's up to you after to to choose the best way of making your landscape looks good for example this is nice maybe the fog is too green here let me just change to something oh no it's the in yeah it's this this value something like this maybe it's just too much oh yeah it depends maybe if you want to be very very deep let's go to something between the two and 0.1 for example 0.15 yeah something like this okay and it's already looks pretty great i guess well that's it that's it for today that this is what i wanted to show you uh it's just a matter of uh choosing the right settings choosing the right fog and yeah after you've done that do whatever you want but i think it's a very quick way i think for example this result for a let me check one hour session is pretty good i have a lot of techniques to improve this for example add decals on everything to create like clouds um passing by effects but this is probably for another video oh let me just try a volumetric cloud okay so maybe yeah it's better and let's change the sun to i think we can cast volumetric shadows i guess i don't know where it is it's me oh it's already on cast for the metric shadow okay okay so that's it for today and for this video and for this live stream uh thank you so much i hope uh that's all those uh i don't know advice or techniques gonna help you create beautiful landscape uh if you want feel free to share with me if you create something awesome with unreal or with world creator i'm also on the world creator discord which is a very nice place full of very talented people that can also help you finding your way if you're just beginning creating landscape if you are a fresh unreal user i hope this was clear for you and yeah that's it thank you so much and see you i will post a video on my youtube channel uh i will put yeah a video on my youtube channel this sunday my last creation a collaboration with my friend espacionos at the music it's gonna be i hope uh yeah i'm pretty i'm pretty happy with the results so it's gonna be yes sunday on my youtube channel and this live gonna also be uploaded on my youtube channel so thank you so much see you and take care because those times are very strange bye you
Info
Channel: Ghostly Ballet
Views: 7,547
Rating: undefined out of 5
Keywords: unreal engine, ue4, world creator, landscape, tutorial, 3d, realtime, art
Id: t1Oo_tnD0hQ
Channel Id: undefined
Length: 66min 18sec (3978 seconds)
Published: Thu Mar 25 2021
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.