A brief instructional vieo on setting up a landscape in Unreal Engine using data pull from real world height information, courtesy of tangram heightmapper.
You the man bro! I've tried six different applications over the period of a day and a half and this is the only method that works for my caribbean heighmap needs. Thanks a million!
Man this beats what ive been doing as a beginner haha ive been hand sculpting and painting everything. Took me 4 hours to make a 80% realistic landscape!
Hey thanks man! I record these for guys on discord or in our studio, and just started sharing on RU-vid. I've been getting the bug to do something else. Anything you want to learn?
@@ryanz2814 I know how to create landscapes from scratch but that was a liitle bit tricky for me , I wanted to include my village's height map of the area and I coulnt find informations that simple elsewere
I got really excited when he said "you're building a big neighborhood" because that is exactly what I need. But then it didn't happen lol. Any way you could continue this and show how to best manipulate the terrain to put houses and roads in? I can't find anyone who shows how to use spline roads, (especially Brushify), on top of height map created terrain. Would be a HUGE help! Good tutorial for sure though! Keep it up!
There's a plugin for Blender that does that quite well, sans materials. Just a lot of boxes for the houses. Decent roads and railways and waterways. Sorry, can't recall the name of it.
Ps. I must note that method resulted in my map having a sharp edge pattern along the entire landscape upon its import into UE4. My solution was to smooth out the heighmap data inside of TerreSculptor before the importing into UE. Worked perfectly. Also the real world scale was off in my case. I needed to upscale it by 221% in the XYZ.
Didn't you loose a lot of your hill(mountain height) when you changed the exposer? you also made the valleys and so on wider. I would like to see the comparison between the original exposer vs the reduced exposer one.
When you don't change the exposure, you end up will a landscape of spikes. Too much of that data carries a ton of height info to be useful before the exposure change.
I'm looking to get several pieces of tangram heightmap data into unreal (i.e. I'm trying to create an environment though just one 127x127 level isn't enough). how would you recommend doing this? I tried piecing bits of heightmap together via the level system in unreal though it wasn't too precise.. p.s. great video!
I set the grid system in 3ds max to unreal grid settings. its just cm instead of inches. And scaled it by eye based on the building an average car size block as reference. its not perfect. but I was able to round it off to a certain percentage that it connects an snaps together in unreal. I think the real size scalling in games looks smaller, or maybe we are so used to seeing worlds more expanded. For example in GTA building doors are nearly 3 meters tall and 1.5 meters wide.
One question, when I create the landscape regardless of the resolution I put on it, the geometry always appears to me as if it had not been smoothed, that is, the straight and pointed pixels are seen; the alphas of the brushes do not generate any shape when applied, I do not know what else to do, I have tried a thousand ways to correct it, some solution please
And how do you know where and which roads will pass? Where will the settlements be located? In addition to this, I also apply the texture of google map in Photoshop, and then create material with it in unreal engine. This is a very painstaking work.😅
As far as I know, you need a dedicated GIS software, like arcgis to do this. The other option would be to convert it to a .png or other color file. This can help. kanae.net/secondlife/bil2bmp.html
Hi. how can i contact with you? i need help with landscape. i need too make a landscape with a 400 squere km. can you explain how too make it with height maps?
Maybe, but you couldn't do a map like this all at once, you will need to use world composition and level streaming to achieve. Honestly the real world height maps for this are great because they look a little more believable. You would need to stitch together a massive resolution height map, at least 8k, double that would be better. Why such a big world? How on earth will you populate it? GTA V is like 10% that size.
same. I've been trying to get high resolution hightmap data for literally years, every time I try something new it's either way too much of a pain to be a viable method or it just outright doesn't work at all
Make sure you wait plenty of time for the height map to update on the site fully before capturing. Once you have the mesh made in unreal, you can always use a big soft smooth brush to "take the edge off"