
World of Real-time Discoveries
This is my entry for World of Real-time Discoveries contest.
Update - 22 Apr 2021
HEIGHT MAP AND LANDSCAPE

I used World Machine to create the above height map and imported this into Unreal Engine to create the landscape below.


I used the landscape sculpt tool to help with composition and the foliage tool to place plants and trees. This workflow is very quick to generate different compositions.

I plan to use a virtual camera to record the movement for the cinematic. This is in order to try and take advantage of Unreal Engines virtual production features and try and immerse the viewer in the enviroment.
Update - 9 Apr 2021
SPACESHIP POD
I've modelled a spaceship pod which I am going to have as a subject of one of my images in order to add story to the images. This was based off of the concept art for Star Wars Battlefield 2.
I modelled and textured it in Blender, it is currently not super detailed as I am not sure on how much detail is currently needed for it and can add more detail at a later stage if needed.
I've tried to give it a battered, beaten up look as it would have crashed on this unknown world.
Update - 9 Apr 2021
REFERENCE IMAGES AND CONCEPT 2

In order to start building my world I wanted to gather a library of plants and vegetation to use throughout my scenes to give a sense coherence.
Whilst doing this I was drawn to the ferns and taro plants. I thought these types of plants would be good to play with their scale to give a wondrous and different worldly feel.



Above are some reference images for the style of vegetation my world will have. I may also play with the colour of the plants and make them blue or purple.
Update - 3 Apr 2021
REFERENCE IMAGES / CONCEPT AND WORKFLOW
Hi, for my entry I am planning on using Unreal Engine. My workflow will consist of creating height maps in World Machine and importing these into Unreal. I plan on using mostly Quixel Megascan assets as Quixel Bridge can export directly into Unreal streamlining my workflow.
I also want to try my own photogrammetry and create my own assets using Meshroom.

The above references are the style of environment I am going for. Hilly/Mountainous terrain with grassland and large feature rocks.
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