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Download "Creating Landscapes - Building Worlds In Unreal - Episode 2"

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Table of contents
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Table of contents

5:03
Section Size
9:37
Vertex Density
12:01
Log Distribution Settings
14:34
Sculpting the Terrain
17:27
Sculpting Terrain
17:48
Sculpt
18:25
Lower the Terrain
19:00
Brush Size
20:19
Flatten Tool
22:11
Noise Tool
28:12
Using Height Maps
29:15
World Settings
Video tags
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Video tags

UE4
Unreal
Unreal Engine
shader
material
material editor
game development
real-time
tutorial
training
Unity
graphics
3d
GPU
tech art
computer graphics
fundamentals
basics
beginning
learning
landscape
terrain
ground
scupting
create landscape
build landscape
scupt landscape
noise
smooth
flatten
ramp
erosion
hydro
unrealengine
ue4
Subtitles
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Subtitles

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  • ruRussian
Download
00:00:12
hey everybody
00:00:13
welcome to today's episode of building
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worlds in unreal
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today we're going to focus on creating
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landscapes
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so the first thing that we're going to
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do is come into here in unreal
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and we're going to create a brand new
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map so i'm going to go file
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new level and in this case i am going to
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create a landscape or i'm going to
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create a map that does time of day
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all right so here i am in my new map and
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since we're going to go over
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landscapes today the first thing that we
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need to do in our new map
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is create a landscape so i'm going to
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come up here
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to the top left and i'm going to select
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modes and that's going to open up this
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little menu and i'm going to pick the
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landscape
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mode now at this point we haven't
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created anything yet this green
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grid that we see is a preview that's
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going to show us what we will be
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creating once we hit the
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create button right here so unreal gives
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us the opportunity to
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experiment with this with the size and
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divisions of the landscape
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before we create it a landscape is a
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large uniform
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grid of vertices each vertex represents
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a
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point on the landscape when creating a
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new landscape
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unreal assumes that we want a vertex
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density of one vertex per meter
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so as you adjust the settings it keeps
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this spacing
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if you want to control the grid density
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the only
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control that you have at this stage is
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the scale
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setting here i recommend that you leave
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the scale alone for now
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we'll stick with one vertex per me per
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meter for now and adjust it later
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after the grid is created i'll show you
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that in a minute but for now just keep
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in mind that every grid square here
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every little green
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square that we're looking at is one
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meter
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and here at the bottom where it says
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overall resolution
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that is the size approximately
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in meters that we're going to create for
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our grid
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so let's zoom out here a little bit now
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for efficiency
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unreal breaks the grid into sections and
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components
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a component is the largest unit of the
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grid
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and you can see the components here
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outlined in this bright green color
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the actual quads or
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individual little squares
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use the dark green but the components
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are outlined in
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light green each component has a cpu
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cost to render so you can make your
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landscape more efficient by reducing the
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number of components you use
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one method for reducing the number of
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components is to control the component
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number directly
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so here we see number of components and
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i've got eight
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and i can increase it and decrease it
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but you can see that as i change this
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value
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the actual size of the landscape is
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changing
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so if i set this to 4x4 in order to
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reduce the number of components
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now i also also have only a quarter
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of the available landscape size that i
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did before
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what if i want to keep the landscape the
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same size but
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still reduce the number of components
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that's where this
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section size comes in and
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sections per component can also help
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with that
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so by default we have one section per
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component
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but it's also possible to change this
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setting
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so we'll have four sections per
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component if i drop this down and pick
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two by two now you can see that our
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components are split
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up and divided so that there are four
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sections in each component you can see
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that a section is outlined kind of by
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this
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medium green color our components are
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the light green color
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and our individual quads are the dark
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green color
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so and i don't know if you noticed but
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when i switch back and forth
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forth between one section per component
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and
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two or four sections per component it
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now doubles the size of my landscape
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so whereas before i had eight components
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by eight components and one
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section per component if i choose
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two sections per component it doubles
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the size
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and now i can reduce my components down
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to four by four and get the same size of
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landscape
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so i used to have 64 total components
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and now i just have 16 but i have the
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same landscape
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size and that's going to help me save on
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some cpu costs that's a really nice cost
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savings there
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another control i have is this section
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size here
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it defaults to 63 by 63 quads per
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section
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and this controls the number of quads or
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grid squares that we have
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in each section since the quads are set
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to one meter size
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increasing this will set the size of the
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section
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instead of increasing the quad density
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i'm going to double this value from 63
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up to 127
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and notice that my landscape doubled in
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size again
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and now to keep it the same size i can
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either switch my sections back to one
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section per component
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or i can reduce my number of components
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down to
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two by two and now
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after increasing the section size
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and decreasing the number of components
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i've got the same size
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landscape but i've reduced the total of
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numbers
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the total number of components down to
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four
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so you might think that i just want to
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set my components down to
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one
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and then set my quad size up to
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256 or 255
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and now i only have one component
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overall
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um and i have the same size landscape so
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this will create the lowest cost on the
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cpu
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but there is a downside to having large
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sections
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when you're playing the game as you get
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further away from
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a section unreal will reduce its quality
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to save performance on the gpu
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larger sections don't reduce as well as
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smaller ones
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so a large section will cost more on the
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gpu
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than a small one the challenge is to
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find a combination of component count
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and
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section size that's a balance between
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cpu and gpu cost
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a good rule of thumb is to make sections
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larger
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on larger landscapes and make them
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smaller
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on smaller landscapes now luckily for us
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epic has created a really nice table in
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their documentation
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that has a nice set of optimized
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settings for many different sizes of
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landscapes
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so here you can just pick the size of
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the landscape that you want in this left
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column
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and then it has all the rest of the
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settings already outlined for us
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so we don't have to figure out and do
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all the crazy balancing between cpu and
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gpu
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we can just use the settings that
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they've already come up with
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so let's jump back to unreal
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and we're going to go ahead and use the
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default setting of
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63 quads uh one
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section per component and eight by eight
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components and that's going to give us
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a terrain or a landscape that's roughly
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half a kilometer by half a kilometer now
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you might be saying
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oh heck no i want to jump in and create
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an eight kilometer by eight kilometer
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train and just make this huge amazing
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awesome world well what i recommend
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is that we start out small and create a
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couple of little landscapes
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and then move on to something bigger and
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this is kind of like creating a bunch
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a bunch of thumbnail drawings before
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painting the ceiling of the sistine
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chapel
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so once you've done several little
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practice areas
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you can take what you've learned and
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make something huge
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so we're going to stick with the default
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settings of 63 by 63
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one section per component and eight by
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eight components with an overall resolution of
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505 by 505 and now
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all we need to do is hit the create
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button
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and unreal just built a beautiful
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landscape for us
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now i'm going to zoom in back here to
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the center of the map
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and you can see that our initial little
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square that we had created is kind of
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buried under the terrain
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in order to fix that i can
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go back to select mode select
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our landscape and we're just going to
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move our landscape down to zero
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instead of 100 and now our initial
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little cube
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is no longer buried all right let's talk
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about
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vertex density or landscape resolution
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for a minute
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i'm going to switch over to wireframe
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mode
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and you can see that now we can take a
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look at the
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density of our terrain
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and right now the landscape is sent to a
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density of
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one vertex per meter and this might work
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well for some things but what i really
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like to do is increase the density
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so that we can have more details so that
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when we're sculpting our terrain
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so that when we're painting our
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materials we can make changes
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more frequent than just once per meter
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and so the way that we can do that is
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come up here to modes
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go back to landscape select the manage
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tab and then come here to the resize
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button and now this will make
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allow us to change the the layout of our
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landscape
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without actually having to delete the
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landscape and start over
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so here i have section size and i've got
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my section size set to 63 by 63.
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now before i created the landscape when
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we were looking at that nice green
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grid if i were to change this section
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size it would actually
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increase the size of our section
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but now what i can do is increase this
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section
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size and instead of increasing the size
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of the section
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as long as i have resize mode set to
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resample
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this is going to increase the density
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of the section here so i'm going to go
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ahead and hit apply here
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and you can see that now i have
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significantly
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more detail on my landscape
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now you might be saying oh man that is
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just totally gonna kill the performance
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and you're right uh in in normal
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situations especially if i look off here
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toward the horizon
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that is an incredibly dense landscape
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and i wouldn't want to do that
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and so what i'm going to do is in order
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to make up for the increase
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in density close to the camera
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i'm going to reduce the amount of
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density that i have that i have
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further away so the way that we're going
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to do that is i'm going to go ahead and
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select
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my landscape and i'm going to come over
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here to
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my log distribution settings and these
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are the settings that i have to control
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the way that my detail falls off as i
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get further away from the landscape
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let's just zoom out here and you can see
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that as i get further away
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unreal reduces the density of the detail
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the
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the quads actually change
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so that it's drawing fewer quads as i
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got further away but
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with our current settings you can see
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that our landscape is still
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really dense i have way too many
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vertices
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here for the distance that i am
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so i'm going to go ahead and adjust
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these settings
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to reduce the amount of density
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at this distance so first i'm going to
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change my
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log0 screen size from 0.5
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to 1.5 and you can see that my density
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was reduced
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now i'm going to set my lot 0 setting
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from
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1.25 down to 1
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and again the density is reduced some
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more and i'm going to set my
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other lods from 3 down to
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1.7 and now you can see that i have
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significantly less detail
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here when i'm further away but
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more detail is added in as i get closer
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and closer
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until finally when i'm as close as i
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want to be up
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up here i'm getting that four verts per
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meter
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that i really want that really tight uh
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detail close up
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but as soon as i move back you can see
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that the detail is removed
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and i'm able to get a nice balance
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between tight detail
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up close and less detail
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further away which is exactly what i
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want
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in games when you're troubleshooting or
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when you're trying to increase
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performance
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what you want to do is to be able to
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give the player
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a lot of really nice detail close up but
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get rid of that detail
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further away where it can't be seen so
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that's what we've done here
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and so now we're going to be able to
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paint uh we're going to be able to
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sculpt our cur terrain
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and paint our materials with a lot of
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tight detail close up
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and the detail will be removed for us by
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the game engine
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uh when we get further away so that's a
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pretty cool feature
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all right the next thing that we want to
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do is talk about sculpting
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the terrain but before we get too far
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into that i want to come up here and do
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file save current as
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and i'm going to give our map a name
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just so that we can save it right now so
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i'm going to name this
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my my new map
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and we'll go ahead and save that now
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what i want to do is switch back
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to the other map that i was working on
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and this is the example
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this one's called uh landscape test
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and we're just going to take a look at
00:15:06
this really quick and so i want to show
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you what we're going for so here's a
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little
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creek that i created and basically this
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is just
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a little depression in the landscape
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with a nice little creek flowing through
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it and this is the goal this is what we
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want to create
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so i wanted to take a look at this and
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show you and then we can
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jump back into our map and do something
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similar maybe even a little bit better
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than this we'll see
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the other thing i want you to notice is
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that i have this mannequin character
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standing here
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and the reason that i have him in my
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scene is just for scale
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scale is something that's really
00:15:45
important and so when we jump back into
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our other map i'm going to add this
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mannequin
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into that scene so that we can see how
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big things are
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if we don't have something that is
00:15:57
recognizable as an everyday object it's
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really hard to know
00:16:01
how big and small we're making things
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and so it's important to have this guy
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in here or something else that we know
00:16:08
the actual size of so that we have
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everything so that we have something to base the
00:16:13
size of everything else on
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so let's switch back to our other map
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and we'll go ahead and add our mannequin
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in
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so i'm going to come it down here to the
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content browser at the bottom
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and i have this folder called mannequin
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characters
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meshes and here's my sk mannequin so i
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can just drag him into the scene
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and you can see how the mannequin is a
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little bit smaller than maybe that you
00:16:42
thought the scene was
00:16:44
and that's because this render ball here
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is actually much
00:16:47
larger than you probably thought so now
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with the mannequin in the scene it's
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really easy to see
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how big i need to make my stream so like
00:16:56
i said it's important to have this real
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world reference
00:17:00
so that you know how big and small to
00:17:02
make things in your scene if you don't
00:17:04
have the mannequin folder here
00:17:06
you can come here to add new and then
00:17:10
add features or content pack and just
00:17:13
pick the
00:17:15
third person and this will include the
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mannequin character
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so once you hit add then you'll have a
00:17:22
mannequin folder here and you can add
00:17:24
that
00:17:27
all right so let's jump into sculpting
00:17:28
terrain i'm just going to zoom out here
00:17:30
to give myself a little bit more space
00:17:32
and we're going to come up to modes
00:17:34
landscape
00:17:36
and then click on this sculpt tab
00:17:39
and now what this gives you access to is
00:17:41
a whole bunch of
00:17:43
tools for controlling the shape of your
00:17:46
terrain
00:17:47
we're going to start out by talking
00:17:48
about the sculpt tool what this allows
00:17:50
you to do
00:17:51
is to raise and lower the terrain
00:17:54
so i'm going to pick sculpt and you can
00:17:56
see that i have this white circle here
00:17:58
this white circle shows me what parts of
00:18:00
the landscape i'm actually going to be
00:18:03
influencing when i paint so if i click
00:18:06
and drag
00:18:07
you can see that it's actually raising
00:18:10
parts of the terrain and the more that i
00:18:14
paint on this the higher that gets so
00:18:18
you can see that i've made a nice little
00:18:20
hill for my mannequin guy now
00:18:23
and i'm raising the terrain what if i
00:18:26
want to lower the terrain i can use the
00:18:27
same sculpt
00:18:28
tool and just hold down the shift key
00:18:31
and that will lower the terrain
00:18:35
so now i'm kind of pushing down the hill
00:18:38
that i created
00:18:41
and over here on the left i have
00:18:43
controls that control
00:18:45
my brush so this is how much power i
00:18:48
want to put behind it so if i
00:18:50
turn this way up and then sculpt you can
00:18:52
see that
00:18:54
now when i raise the terrain it's
00:18:56
raising it a lot more
00:18:59
i can also control my brush size so
00:19:01
right now my brush is set
00:19:03
to 5 meters but i can reduce it
00:19:08
so if i want to create something that's
00:19:11
even smaller than a meter
00:19:13
i can set my brush size really small
00:19:20
and also here is my brush fall off so
00:19:23
this is kind of the softness you can see
00:19:24
that
00:19:25
right now the white circle in the middle
00:19:28
there has a nice little fall off at the
00:19:30
edges
00:19:33
but if i turn the follow-up all the way
00:19:35
up to one it's even
00:19:36
softer and if i turn it down to zero now
00:19:39
my brush has a really
00:19:40
hard edge and it's going to create
00:19:43
really sharp
00:19:44
features so it's really nice to be able
00:19:46
to control
00:19:48
uh the settings of the brush like this
00:19:49
to create smooth
00:19:51
brushes or hard brushes and also to be
00:19:54
able to control the
00:19:56
the size of the brush that you're using
00:19:59
to paint on your terrain
00:20:03
all right so we've got a tool that
00:20:05
raises it
00:20:06
and we've got a and if we hold shift we
00:20:09
can lower it
00:20:11
what if we want to get rid of what we've
00:20:13
done
00:20:15
we have kind of messed up our terrain a
00:20:17
little bit here
00:20:18
and for that we have the flatten tool
00:20:20
and what this does is
00:20:22
wherever i click first it's going to
00:20:24
take that height
00:20:26
and it's going to paint that height
00:20:27
across wherever i stroke the brush so
00:20:30
if i click here in a flat area and then
00:20:33
paint
00:20:34
here across the areas where i've already
00:20:37
painted
00:20:38
you can see that i'm getting rid of what
00:20:40
i did before
00:20:41
it's kind of like using an eraser if i
00:20:44
click
00:20:45
here in the flat area then it brings
00:20:48
everything up to that level and it also takes
00:20:51
things
00:20:52
down to that level so if i
00:20:55
sculpt something kind of high here and
00:20:57
then i go to
00:20:58
flatten and click here where it's flat
00:21:01
and then
00:21:02
go across that it will reduce that
00:21:07
that big large kind of bumpy mountainy
00:21:09
area to the flat that i've selected
00:21:12
just the same if i have a large bumpy
00:21:15
area
00:21:16
and i pick flatten and i click first in
00:21:19
that area it's going to flatten
00:21:20
everything
00:21:21
up to wherever i clicked first
00:21:24
so this is nice if you if you have kind
00:21:27
of a mountainy area and you know there's
00:21:28
going to be some combat
00:21:30
in in a specific spot and you need to
00:21:32
kind of level out that area so that
00:21:35
it can be open for some gameplay to take
00:21:38
place you can use this nice flatten tool
00:21:46
i'm just going to go ahead and go over
00:21:48
my terrain and just kind of flatten
00:21:50
everything out here so we can get back
00:21:51
to
00:21:52
what we had before all right if you have
00:21:56
some nice rolling hills and soft smooth details
00:22:00
let's just go ahead and add some some
00:22:03
soft smooth details here and this is looking
00:22:06
like
00:22:07
a little bit too smooth and soft
00:22:11
you can use this noise tool to go ahead
00:22:14
and bump things up
00:22:16
so i'm just going to zoom in here so
00:22:18
that you can see a little bit better
00:22:19
what it does but right now
00:22:21
these these rolling hills are kind of
00:22:23
smooth
00:22:24
but if i click on noise you can see that
00:22:27
it's just gonna kind of rough things up
00:22:30
and add in some more uh noisiness to my
00:22:33
surface it's kind of
00:22:35
uh adding crazy bumps and ridges and
00:22:38
things
00:22:40
and so this is a good way to add
00:22:43
additional tight detail
00:22:45
there's all kinds of controls over here
00:22:46
to change the scale
00:22:49
and the size of the noise which is
00:22:51
pretty cool
00:22:52
the opposite of the noise tool is the
00:22:54
smooth tool
00:22:56
so if something is too rough and bumpy
00:22:59
you can use smooth tool to kind of
00:23:02
soften it out
00:23:03
and you can see that it just kind of
00:23:06
melts everything
00:23:07
and gets rid of noise i'm going to
00:23:10
reduce the strength of this a little bit
00:23:13
so they can get a better idea of what's
00:23:14
going on so if i just go
00:23:16
over this you can see that that tight
00:23:19
noise that used to be there
00:23:21
uh is completely going away
00:23:25
so i'm just going to kind of smooth
00:23:26
things out
00:23:28
and it just averages whatever you're
00:23:31
painting with whatever
00:23:33
is around it so it removes really tight
00:23:36
detail
00:23:37
and leaves you leaves you with the broad
00:23:40
overall
00:23:41
uh smooth detail
00:23:45
so there's some really nice controls
00:23:46
there for painting terrain
00:23:53
you're able to get the the look that you
00:23:56
want
00:23:59
with sculpt smooth
00:24:03
and noise now there's some other tools
00:24:06
here and i'm going to post a link
00:24:08
in the description to the documentation
00:24:11
that unreal gives so that you can go
00:24:13
ahead and take some homework for yourself and play
00:24:16
around with what these other tools do
00:24:18
ramp erosion hydro
00:24:21
etc but for now
00:24:24
what we need to do is make our little
00:24:26
creek so i'm going to come over here
00:24:28
just to give myself a little space
00:24:31
and i'm going to pick this sculpt tool
00:24:34
and maybe increase the tool size just a
00:24:37
little bit
00:24:40
and we want to make our uh creek kind of
00:24:43
an indention so i'm going to hold down shift and kind
00:24:46
of paint along here maybe
00:24:48
curve it around
00:24:53
so we're going to make a creek kind of
00:24:55
flowing through
00:24:57
the landscape here and i'm just going to
00:25:00
kind of keep
00:25:01
painting
00:25:06
[Music]
00:25:08
and curve it just a little bit
00:25:15
[Music]
00:25:17
so this creak's going to be a little bit
00:25:18
longer than the other one that i created
00:25:22
just kind of
00:25:26
keep painting to indent this creek
00:25:30
into our landscape and now i'm going to
00:25:33
paint without holding shift i'm just going to
00:25:35
raise up the
00:25:37
sides around the creek a little bit
00:25:46
just to make it feel a little bit more
00:25:49
natural
00:25:51
maybe lower this part here
00:25:59
and then raise up the banks a bit
00:26:11
all right that's not too bad now maybe
00:26:13
i'll use the smoothness tool just a
00:26:15
little bit
00:26:16
i'm gonna switch over to smoothness
00:26:19
and i'm gonna turn the tool strength
00:26:23
down quite a bit because i just want to
00:26:25
smooth out
00:26:27
the the largest details i'm going to
00:26:30
shrink my brush down as well
00:26:34
so i did get a little bit of noisiness
00:26:36
in here and i want to get rid of some of
00:26:38
that so i'm just going to go over it
00:26:40
with the smoothness tool
00:26:42
to kind of smoothen it out
00:27:00
one thing that i forgot to mention just
00:27:01
kind of while i'm doing this is
00:27:04
when you first create a landscape unless
00:27:06
you provide it an initial material
00:27:09
the landscape is going to come with this
00:27:12
nice gray checkerboard on it
00:27:14
and in future videos we're going to be
00:27:16
talking about creating a landscape
00:27:18
material in fact i think that's what
00:27:20
we'll dive into
00:27:21
next week unless you guys have some
00:27:24
major questions about
00:27:25
sculpting terrain i think we're just
00:27:27
going to go ahead
00:27:28
and start talking about landscape
00:27:31
materials
00:27:32
next week and that topic is a little bit
00:27:35
complicated and so it'll probably take
00:27:36
us
00:27:37
a couple of weeks to get through it but
00:27:39
we're going to do some cool things like
00:27:41
i'm going to show you how to
00:27:43
uh download some materials from
00:27:47
from quixl mega scans and how to format
00:27:50
the materials and how to optimize them
00:27:53
and we're going to go over several
00:27:54
different techniques for getting rid of
00:27:56
uh tiling in the distance on the on the
00:27:59
landscape
00:28:00
so that's going to be pretty cool i
00:28:02
think we've got a pretty decent
00:28:04
riverbed here
00:28:08
one thing that i do want to mention
00:28:10
about landscapes is a lot of people
00:28:12
make landscapes using height maps and
00:28:15
that is a
00:28:16
really good idea to download
00:28:19
heightmap data from from geological
00:28:23
surveys there are a lot of different
00:28:26
sites available on the internet where
00:28:27
you can get real-world height map data
00:28:30
and that's really cool you can actually
00:28:32
bring in real world
00:28:34
topology data from the earth and apply
00:28:37
it to your landscapes in unreal
00:28:39
that's something that we're going to go
00:28:40
over in a future episode
00:28:42
for this section of the tutorial where
00:28:45
we're talking about building the creek
00:28:47
we're just going to go ahead and stick
00:28:49
with the height maps that we've painted
00:28:52
but in a future episode we're going to
00:28:53
talk about how to bring in
00:28:55
height maps from real world data and
00:28:58
create
00:28:59
uh terrain that that actually mimics
00:29:01
real world places so
00:29:03
that's gonna be that's gonna be a neat
00:29:04
episode i hope you're looking forward to
00:29:06
that
00:29:07
the last thing that we're gonna do today
00:29:09
is actually play the game that we've
00:29:11
started
00:29:12
to create so i'm going to come up here
00:29:14
to world
00:29:15
and we're going to pick world settings
00:29:18
and under game mode override we're going to
00:29:21
pick third person game mode
00:29:24
now if i come up here and i press play
00:29:27
you can see that we've got our little
00:29:29
mannequin in our scene and i've started
00:29:31
out
00:29:32
on my beginning platform but i can use
00:29:36
third person game controls w to move
00:29:39
forward as
00:29:40
i hold down the right mouse button to
00:29:42
look around
00:29:43
and i can run my mannequin around my
00:29:45
scene
00:29:47
and i can jump with the space bar and
00:29:49
you can see
00:29:50
that here is the little stream bed that
00:29:53
we created
00:29:55
and you can get a good idea for how big
00:29:58
this area is by running around with your mannequin
00:30:02
now this is important
00:30:04
because if you create something that's
00:30:06
too large or too small
00:30:08
uh and like for right now i can see that
00:30:11
i've made this kind of too
00:30:12
deep so i'm probably gonna go and go
00:30:14
ahead and fix this before the next
00:30:16
episode
00:30:17
but my mannequin is kind of stuck down
00:30:20
here in my stream bed
00:30:22
and i want to play test this as i'm
00:30:25
going along even at this really early
00:30:27
stage
00:30:28
so that i get the terrain or the
00:30:30
landscape the right
00:30:32
shape for uh for my player
00:30:37
so it's really important that as you go
00:30:39
along each step of the way that you're
00:30:41
play testing to make sure that
00:30:43
your landscape is doing what you need it
00:30:45
to and especially that things are the
00:30:47
correct
00:30:48
distance away if you create a game where
00:30:51
your player has to just
00:30:52
run forever uh in a direction the player
00:30:55
is going to get really bored so
00:30:57
you want to make sure that you're
00:30:58
jumping in here with your mannequin
00:31:00
and play testing your game so that you
00:31:03
can ensure that you're getting
00:31:05
a good balance between uh things being
00:31:08
really far apart and not
00:31:10
making your player really bored as
00:31:11
you're running around
00:31:13
all right like i said next week we're
00:31:14
going to talk about starting to create
00:31:17
materials for our landscape so i hope
00:31:18
you come back for that
00:31:20
be sure to hit the subscribe button if
00:31:22
you haven't already and we'll see you
00:31:23
next week everybody
00:31:36
[Music]
00:31:38
bye

Description:

Landscapes are the foundation of your world in Unreal Engine. In this episode, we go over how to create a landscape. We go over all of the settings for tuning the landscape performance, vertex density, and distance detail reduction. Then we go over the tools that Unreal provides for sculpting the landscape - including Sculpt, Flatten, Noise, Smooth, and more. Finally, we sculpt a small stream bed to begin the process of creating our forest scene that we went over last episode. What, you haven't seen the previous episode? Here it is! https://www.youtube.com/watch?v=qSU0uDr2wt4 Here's the link to the chart with Epic's recommended settings for landscapes: https://dev.epicgames.com/documentation/en-us/unreal-engine/landscape-technical-guide-in-unreal-engine?application_version=5.4 And here are the sculpting tools you can learn about for your homework: https://dev.epicgames.com/documentation/en-us/unreal-engine/landscape-sculpt-tool-in-unreal-engine?application_version=5.4 https://dev.epicgames.com/documentation/en-us/unreal-engine/landscape-smooth-tool-in-unreal-engine?application_version=5.4 https://dev.epicgames.com/documentation/en-us/unreal-engine/landscape-flatten-tool-in-unreal-engine?application_version=5.4 https://dev.epicgames.com/documentation/en-us/unreal-engine/landscape-ramp-tool-in-unreal-engine?application_version=5.4 https://dev.epicgames.com/documentation/en-us/unreal-engine/landscape-erosion-tool-in-unreal-engine?application_version=5.4 https://dev.epicgames.com/documentation/en-us/unreal-engine/landscape-hydro-erosion-tool-in-unreal-engine?application_version=5.4 https://dev.epicgames.com/documentation/en-us/unreal-engine/landscape-noise-tool-in-unreal-engine?application_version=5.4 ------------------------------ Learn more!! https://www.youtube.com/watch?v=pbIKoYGrATs https://www.youtube.com/watch?v=ioIyN2McWuw https://www.youtube.com/watch?v=gMKjIZMPJ0Q https://www.youtube.com/watch?v=_a6kcSP8R1Y&t=7472s https://www.youtube.com/watch?v=CWHV8-cVYTA https://www.youtube.com/watch?v=OWOlYoI-3tY Shader Book Recommendations https://www.bencloward.com/resources_books.shtml ------------------------------ Theme Music Peace in the Circuitry - Glitch Hop http://teknoaxe.com/Link_Code_3.php?q=1526 Background Music Speo - Reminiscent https://www.youtube.com/watch?v=2NGPW61HBf4

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