World Machine Terrain

General / 26 October 2018

Took a little break to spend time with the girlfriend and family. Now I'm back on this project for about three hours(ish) a day. I switched over to generating the background terrain for the scene. The inspiration was the High Sierra's here in California. I've hiked them multiple times, so I thought I would add them in.



I went a bit more lower on the snow, like it's just starting to melt, so you get all this criss crossing snow melt, and even the color of the soil is different. I would say I went to 80% accuracy of the reference images, because whats the fun if you can't exaggerate some rock formations here and there.



The actual height information is pretty easy to create. Just adjust some perlin noise generators, and then run them through erosion filters. The key to get believable rocks is through Rock hardness and soil flow. Water and snow break down rock in different ways, so don't just put one erosion filter on you generators. Here I had two filters, one for the soil carry in the valley, and the other for the jagged mountain peaks.


The rest of the graph is creating your texture height maps for UE4. It's mostly grabbing the height, slope, and erosion carry masks and blending them together in a believable way. If you would like me to create a more in depth tutorial on some World Machine techniques, let me know!
 


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Modeling and UV Decisions

General / 16 October 2018

Got the modeling and UV's already wrapped up. I did some changes to the model as I had to work off just one image. 

Current Tri Count is I would say relatively high, but I'm trying to cut as many corners as possible. I'll do some more re-topology later when I'm less sleepy. Cylinders are expensive. But on the other hand, this is a high fidelity hero asset, so 130k is horrific. I'm on the fence about this, should I retopo some more and bring it down, or keep it at its current fidelity? I'd love to hear what you guys think.  



  

This will probably be four 2k maps, or I might shrink it down to two 2k maps, and one 4k map for the body. The image displayed below is the first option of 4 maps. 

 

After going so hard on this, its good to change things up. I'm going to work on the World Machine Terrain and try to get most of my grass foliage and  landscape material wrapped up today. 

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So A New Project Begins....

General / 15 October 2018

Beginning work on a new project....

Really been influenced by Simon Stalenhags work recently, and I thought I'd pay homage with a little 3d scene. (I'm sure there many people who have done it before, but that doesn't mean I can't have a go at it!)

I'll be poasting a lot of WIPS and if anyone has any questions or critiques, feel free to engage, it's always appreciated. I'll give a general outline of my workflow. I'm going to be using a standardized real-time workflow focused on a solo environment artist modeler. That is Maya------>Substance-------->UE4.  I'm going to be using SpeedTree, Marvelous Designer, World Machine, and Reality Capture to assist me along the way.

To start things off- here is the reference image of Simon's Work
https://www.simonstalenhag.se/


  

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Art Test Update

General / 26 March 2018

Had to do an art test for a VR studio in Santa Monica, limited to around 8 hours of work. It was fun do so some heavier hard surface work again. If the AA looks jagged, it because I had to enable MSAA in UE4, which is the most optimized option. It's separated into four pieces, and totally modular. 




Quick Blockout with Sketch (I did the sketch in like 5 minutes, don't hate my dudes) 


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One World Machine Terrain a Day (Day 3)

General / 26 February 2018
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One World Machine Terrain a Day (Day 2)

General / 25 February 2018

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One World Machine Terrain a Day (Day 1)

General / 23 February 2018
I'm starting a new series for thirty days where I create a world machine terrain, turn it to a mesh, and the texture it in Substance Painter. 

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