Weekly Blog 13 : environment design for Unreal Engine
This week, I had enough time to work on the project because of Thanksgiving break. So, I worked on editing textures, Gaea terrain creation, and scene design in Unreal Engine. First thing I did this week was terrain modeling. Before I began generating the terrain model in Gaea, I defined the theme of landscape. I was thinking that it would be a wilderness area. I wanted to refer to the exact place, so I chose the reference landscape to the Monument Valley in Arizona and Utah. This time, I exported terrain data as a height map, not as a static mesh. It reduces polycounts and is good for performance. If you choose Unreal node as export format, it will export a height map. These above images are about texture errors when they are sticking to each other. 1.red texture has a different position. 2.grunge scale is based on UV, so the size of them are different. 3.ambient occlusion texture emphasizes the border. 4.Non-opacity pattern on opacity texture should be a decal. 5. Ins...