![]() ![]() The problem was that I don’t have a drone, nor any particularly interesting landmarks in my area which would make for visually captivating backdrops. I have a fair bit of photogrammetry experience- that is to say, I coerced my university professor into letting me do my final engineering thesis on the subject (despite it having nothing to do with construction)- so I feel like I had a rather good grasp of the process to get terrain from raw scan into engine. I had a huge ‘what if’ moment when considering how I could go about this project. The challenge for me when starting out this project was to find a method which could mitigate some of these problems, and hopefully create a result which can realistically be used in production. These are all established methods which work well, I just couldn’t help but wonder if I could try something which diverged from the norm a bit. You need splat maps to define where different material blending will take place, you may need Landscape Grass types (UE4) set up to populate your terrain with trees and foliage, and you will definitely need to supplement your rocky/more vertical areas with additional meshes- just to flesh things out. Secondly, once you’ve generated your landscape, there’s still a lot of work left to be done. Even then, most of the tutorials that I’ve personally found are the same generic hills and mountains that don’t create a lot of visual interest in your scene on their own. One, if you’ve never used a node-based software such as Designer, these programs can be confusing to learn and there isn’t an abundance of tutorial content available for them. There are a few limitations there, however. There are a number of world-builders out there for generating heightmaps and data for landscape creation, such as World Machine and Quadspinner Gaea. ![]()
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