Thought I'd write a quick blog post about my new environment piece. I've been trying a load of new stuff with this project, and there's so much fun stuff to come. The project is still in it's early block out stages! This post will just be about my progress so far.
I started with the desire to learn more about landscape materials and terrain tools in UE4. I started with the snow ground tutorial from Jacob Norris, and decided to create a whole scene with that knowledge as a foundation. Whilst searching for references for the project, I came across Sergey Zabelin's "Castle in a snowy forest" (https://www.artstation.com/artwork/3w1EJ ) which really inspired me. I decided to start with his concept as a foundation, and work from there.
The mountains were the most important part of this scene, so I worked on those first. Very recently, Quadspinner (creators of geoglpyh for Worldmachine 2) put out their own terrain modeller, Gaea. The tool takes a lot of great tools from Geoglpyh and Worldmachine as well as adding some new stuff. It's got a lovely UI and rarely lags. It's pretty new so there's LOTS of bugs, beware if you want to use it in production! The tool is free with a 1k texture map limit, but to get around this, I exported the high poly mesh mountain to bake onto a plane for texturing in Substance Designer. The normal map can be used to generate height, curvature and AO info with little effort and no cost :)
Disclaimer - Rocks in the scenes (and the thick curvy tree) are scans from Quixel and the Epic Games Boy and his Kite demo that I've run through my master material. Unlike my other projects, I've decided to use some assets that I haven't mostly authored so I can put larger scale scenes together a bit quicker.
I decided that I wanted to create a large castle on top of the mountain, with a treacherous climb to reach it's entrance. I also wanted to create a large border wall stretching across the mountains to give a reason for the position and attack of the castle. Viking style invaders trying to break into the land of a medieval French style kingdom.
The siege camp is in its earliest blockout phase. I'm working out where I want to place tents, fortifications, wagons, equipment, etc. in a realistic manner. More research into this area is necessary before moving forward I think. For the tents and flags, I plan on utilising some of the techniques show by Krzysztof Teper in his Korath scene to get a nice wind blowing the fabric.
I used a bridge and a small river as a division between the two sides. This helped seperate the scene into two digestible areas; the siege camp and the castle.
The castle is still in a really early blockout phase, and I will need to start working out how I want to make a kit out of the pieces. So far I have been experimenting with splines, but I've been struggling to create walls on the Z Axis without the meshes freaking out, so more research needs to be done there I think. I will also need to add significant destruction and decay to these areas, as I want the siege to have been successful, destroying significant parts of the castle in the process.
That's about it so far. Still so much to block out and iterate on! Let me know what you think, or if you have any questions about the scene so far don't hesitate to ask.
Cheers for reading!