I've recreated a chunk of Little Barrier Island (a small island in New Zealand) in Unreal for my animated series. Thought it would be fun to do a comparison with reference I used.
Taniwha's Lair in Unreal Engine. Shape inspired by Mฤori wharenui (meeting house), with interwoven tree roots resembling kowhaiwhai patterns on wharenui rafters. Kauri gum seeping from the roots to form stalactites. Pounamu (greenstone) walls. More on ArtStation (link in bio).
@clearly_outsane@recplayrewind Oh, yes. I'm just manually painting the textures and using splines to position PCG scatters. I do this because I am too lazy to learn gaea or world machine type programs. So we are both lazy, just in different ways ๐ค
@clearly_outsane@recplayrewind Nah. One mistake I made though was that I sculpted in all the detail in the mountains, but then when I populated it with trees, all the detail got softened. That's why my peaks are a little rounder than they should be.
@vincent33995273 Totally understand. Even when using Unreal I will sometimes develop a thing, only for Epic to change something or release a better version making my thing redundant ๐
@illustratedicon PCG+nanite+VRAM. It takes a lot of work to set up, but it allows much more flexibility. My PCG graphs are set up so I can define areas using splines, then adjust the size and density of the trees when needed. Also I can populate different species depending on certain rules
@clearly_outsane@recplayrewind For sculpting I just used the landscape tools in Unreal. Textured using landscape paint layers, although most of the landscape textures are covered with geometry. The only ground textures you see in the above vid is the patch of dirt beneath the copse of trees.