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Ue4 floating island

Toggle navigation Polycount. Author: Pav3d. Jun Started to work on a floating island concept with the advice of a friend, I'm going to try and finish this with the least amount of assets as possible.

I have the heightmap and the masks for now. I should be able to reuse some of the vegetation from previous projects. Some of the materials for the outer regions of the island.

I am thinking of pine trees and lush vegetation for the inner regions. Worked on the landscape a bit, it turned out great, now i have to round the edges a bit, i'm thinking of using a masked material and mask out the edges. Not sure how that will turn out. Finally managed to cut the edges, also with the addition of the skysphere i was able to adjust the lighting. I deleted the skylight and manually added 3 more direct lights to the scene because I needed dynamic indirect lighting and the skylight only generated the sky texture once when the level was generated.

More on why I needed the dynamic lights after I work on the bottom a bit. Jul Finished the rock shapes, going to populate the landscape by hand, shouldn't take long, after that should add an asteroid belt, not sure how to tackle it. I thought there should be a backstory to the scene, why it is floating in space, here is the controls to the island. Not sure where should I place it yet, going to try different places as I finish the scene. Otherwise I'm planning to submit it for the marketplace soon.

Kaine polycounter lvl 7. Kaine Now thats a cool looking app, i will definitely check it out, thanks. Aug I'd like to talk with you?? Mythran polycounter lvl 3. Dec How did you do the landscape? It seems to be a mesh Greet job! Feb Mythran Thanks, I cant remember if I replied to you or not, its been a while since i've been active here.Floating Island Assistance. Posts Latest Activity. Page of 1. Filtered by:. Previous template Next.

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Floating Island AssistancePM. Hi, I am thinking of creating a level which is a 2km x 2km floating island. I initially stayed away from the idea due to not knowing the best way to tackle this. I am pretty sure the Landscape tool can't be used to accomplish this due to the floating island shape.

So I would assume you would have to use several static meshes to build this up. I guess I'll list some questions below and if you could help with any that would be great. If I use Static Mesh for the ground terrain which the character is using to traverse, whats the best way to handle accurate collision? For a 2km x 2km island how many pieces should I break it down into?

Should I use world composition for this? The project in question will support 4 players so I am unsure the compatibility with World Compo and Multiplayer. To add If a cave system is added I'm almost sure World Compo will be needed? I searched for Floating Islands and UE4 and unfortunately didn't turn up much. If anyone can check this out and help me out I'm sure it will help others in future too. Tags: None. Cheeky bump, maybe I could use a landscape for the main part of the island and encompass it with static meshes to make it seem like it is a floating island that may be the bet way.

If anyone has some thought please free to chime in. Comment Post Cancel. Are you ever going to see the bottom of the island? If you don't you could sculpt the landscape into a kind of roundish shape, then hide the corners underneath cloud particles and fog?

QuinnVR Portfolio Twitter. It would be nice to see the island from a distance as in a rope bridge to a much smaller static mesh floating island, or a waterfall dropping off the edge of the end and possible platforming around the side of it.

I might use your idea but mask the edges with a few static meshes to simulate the look of a floating island. As far as I can see that might be the best way unless anyone knows anything different.

Thanks for responding. I am working on a similair idea, I'm gonna attempt to use smaller landscapes to flesh out the major shape of the island and use static meshes for the edges. I had an idea I have not yet experimented with to use a one sided material for the bottom of the whole and since it would mostly be visible from a distance the mesh doesn't have to be to complex for me. I would make an rough island mesh in Blender and after dazillion times of reimport and the scale is right, add "blokish" details.

Then walk through map, check viewpoints, place blocks, where you want to limit view, remeshing again later.

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The rough mesh could act as placeholder, where you place the smaller parts of mesh, to "overwrite rough one" When you need a lake somewhere with x When you want to go the realistic way, use some rocks from the provided content and scale them up to something like an island.Toggle navigation Polycount. Author: justintaylor. Ubuska polycounter lvl 6. Jan I really enjoyed making it and hope you like it! I also included some breakdown shots.

Thoughcrayish helped with lighting and post-processing. Ged interpolator. Hi it looks like a nice composition and the models look good but the textures look like they have too much contrast, lighting and saturation painted in to them. Dark polycounter lvl 3. I definitely agree with GED about this piece being too contrasted.

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Ideally I would say the biggest issue is that moon, the moon in the background is drawing more attention from my eyes than your actual environment is. Drop the intensity of it so it doesn't conflict with the centre piece of your environment.

Either way, this does look nice and has loads of potential in it already, keep polishing! Thanks for feedback guys! I think I'll lower intensity of the moon down and bring down the contrast. Lowered contrast and saturation. Lowered intensity of the moon and central object.

Increased intensity of the crystals. Thanks, guys. Here's sketchfab model of main roof piece. Mar I made the video of this environment, enjoy:. I guess it's your call to decide which you want more? This is because I modelled this scene for challenge static shot. Sign In or Register to comment.More results. Hello, I want ask experienced level designers: What is the best way to create sky floating island? Player can flight around the island and see it in different angles. Terrain editor can create only plain structure, or I'm missing something?

So basic structure should be as mesh? Attachments: Up to 5 attachments including images can be used with a maximum of 5.

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Answers to this question. Convert imported tiled landscape to one terrain in Unreal? World Composition using Multi-levels how do I stop all levels from being visible. How would I create a landscape and road system with a pre-drawn map?

How to fill the interior floor of a cave, maximizing the area? Editor crashing when conecting a spline point. Search in. Search help Simple searches use one or more words.

Separate the words with spaces cat dog to search cat,dog or both. You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Sky island or floating island advices needed. Thank you for your advices! Product Version: UE 4.

Viewable by all users. Be the first one to answer this question. Follow this question Once you sign in you will be able to subscribe for any updates here Answers to this question. Related Questions Convert imported tiled landscape to one terrain in Unreal?This was an amazing 5 years experience and I really enjoyed working alongside talented developers and dedicated professionals. The visual component of the game development process was always most appealing to me and finally, I decided to focus exclusively on it.

Aurora Island is my graduation project at Think Tank. Oh man, picking the right concept is hard. Avoiding making your own is even harder. Seriously, you want to spend most of your time making a scene and showing your skills but not figuring out the main idea. Most of his environments have very clearly defined pathways and many different repetitive elements which are great for modularity. I picked Housing Panorama as the main concept mostly because it is It gave me a better idea of the overall atmosphere and scale.

That was a jackpot. It helped me to get a better representation of the entire settings. Also, I could pick cool design elements from different scenes and they all worked together just perfect.

It gave me a well-readable silhouette along the entire main scene. Plus floating island was a nice flash back to my previous job on Allods Online game.

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The entire world of this game is placed on gigantic floating archipelagos. Everything started getting really wired.

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I had to deal with a huge metal castle floating above the clouds. Keeping everything consistent and making sense seemed challenging. To clarify the situation I had to come up with some backstory which covered the main rules of the fantasy world and Island itself. I always like to have pictures of real-world objects as a reference for any element of the scene. One main picture and additional are enough to get an idea. Knowing that my environment is set in the middle of the 20th century helped me a lot to narrow down my search.

He helped me a lot with the main ideas of the future environment. Also, I had to figure out the background and clouds. Castle on the concept seems placed inside a huge storm cloud hello, Castle in the Sky.

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Fortunately, I found some pictures of storm clouds taken from the plane. It helped a lot to get an idea of how this situation could look like. Later I changed the background to be less dramatic and more bright in order to attract attention to the main scene. For organizing my references I used PureRef. Usually, I split all references to groups based on the assets. Right from the beginning I was going to show the Island from the distance and have some close-ups to show more details.

[UE4] Floating Island Environment

On the stage of the original blockout, I realized that Island looked boring from the distance. It was just a single object in almost an empty space. I decided to add three satellites and additional groups of rocks floating around. It gave me the freedom to play with composition and bring more interest to the overall silhouette.

Most of the games you play are built with modular elements. It allows the creation of huge worlds by using a very limited number of assets.

If I wanted my environment to look like a game level, modularity was a way to go. First of all, I had to break down the scene to the base elements.Toggle navigation Polycount. Author: Emixam. Ubuska polycounter lvl 6. Jan I really enjoyed making it and hope you like it! I also included some breakdown shots.

ue4 floating island

Thoughcrayish helped with lighting and post-processing. Ged interpolator. Hi it looks like a nice composition and the models look good but the textures look like they have too much contrast, lighting and saturation painted in to them. Dark polycounter lvl 3. I definitely agree with GED about this piece being too contrasted. Ideally I would say the biggest issue is that moon, the moon in the background is drawing more attention from my eyes than your actual environment is.

Drop the intensity of it so it doesn't conflict with the centre piece of your environment. Either way, this does look nice and has loads of potential in it already, keep polishing! Thanks for feedback guys! I think I'll lower intensity of the moon down and bring down the contrast. Lowered contrast and saturation. Lowered intensity of the moon and central object.

ue4 floating island

Increased intensity of the crystals. Thanks, guys.More results. I recently started learing UE4 and blender to create my own game, which means I know almost nothing atm.

ue4 floating island

Since I want to make most of the stuff myself both graphics and codeI decided to go for lo poly since it saves alot of time. I already made some floating island, trees, houses ect and exported them to UE4 which worked out very nicely, but now I'm facing a question I can't find an answer to:. I wan't my game to be set in a single but huge world, how do I create the terrain?

Do I split the terrain and import it region by region which would end up in weird looking region borders? You can use UE4 built-in landscape system, and achieve low-poly stylized look in landscape material. This will not work on mobiles though. Deathrey 8. What your looking to do is intermediate level id say, but the route i would take to achieve it is to: 1. Export the meshes from blender and import into Unreal Engine. The following link could be of use.

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World Composition Livetraining. Another thing you could try is to make a mesh in blender then create a heightmap derived from that mesh and use the heightmap to create the landscape in ue4.

ThompsonN13 Attachments: Up to 5 attachments including images can be used with a maximum of 5. Answers to this question. Matching terrain scale in Unreal from World Machine. Using Unreal engine to map GIS cartography on terrain.

ue4 floating island

Previously placed foliage suddenly under the terrain. World comp level window joins 2 lvls, not so in viewport. Search in. Search help Simple searches use one or more words.

Separate the words with spaces cat dog to search cat,dog or both. You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. How to create low poly terrain properly?

I already made some floating island, trees, houses ect and exported them to UE4 which worked out very nicely, but now I'm facing a question I can't find an answer to: I wan't my game to be set in a single but huge world, how do I create the terrain? I don't want my world to be generated but preset. How do I do that?

Product Version: UE 4. Viewable by all users. World Composition Livetraining Another thing you could try is to make a mesh in blender then create a heightmap derived from that mesh and use the heightmap to create the landscape in ue4. Hope that helps a bit. Good Luck. Follow this question Once you sign in you will be able to subscribe for any updates here Answers to this question.