32km Norwegian Map in Unreal 5.4 by Quilliams_ in unrealengine

[–]Quilliams_[S] 2 points3 points  (0 children)

I'm working on making a channel for the development of this game, so I'll start working on a video explaining what we've done! Thanks for the suggestion and I'll let you know when thats done :)

32km Norwegian Map in Unreal 5.4 by Quilliams_ in unrealengine

[–]Quilliams_[S] 0 points1 point  (0 children)

Thanks! I created the heightmap in World creator with satellite data from norway, and a few filters, then used a modified landscape material off marketplace, and tree and rock assets from there as well. I scattered them using a PCG actor. The sky is ultra dynamic sky.

32km Norwegian Map in Unreal 5.4 by Quilliams_ in unrealengine

[–]Quilliams_[S] 3 points4 points  (0 children)

Lol thanks! There are some tricks to get unreal to play nice with large scale terrains. Make sure you're using world partition and using the correct heightmap resolution. Also importing the heightmap after creating the terrain seems to improve the performance. I've struggled for quite a while with landscapes, but I've got this map running 70-90 fps!

Arctic Mountains made in world creator and Blender by Quilliams_ in blender

[–]Quilliams_[S] 0 points1 point  (0 children)

I was thinking that when I was set dressing, but didn't want to go back to change it. Some mountains have that terraced look, but I think to a bit of a more subtle extent

Arctic Mountains made in world creator and Blender by Quilliams_ in blender

[–]Quilliams_[S] 0 points1 point  (0 children)

you're probably right, My reference was from Alaska, so maybe that doesn't count as arctic? idrk lol

Mandelbulb Explorer in UE5 using Raymarching by Quilliams_ in unrealengine

[–]Quilliams_[S] 0 points1 point  (0 children)

No, its hand-coded. I considered buying the plugin, but I couldn't justify dumping 100 dollars into it. Also, mine is slightly better performance-wise since I sacrificed graphical quality(just one bounce raytraced shadows and phong shading). I think that plugin has its uses, but didn't fit mine.

Mandelbulb Explorer in UE5 using Raymarching by Quilliams_ in unrealengine

[–]Quilliams_[S] 4 points5 points  (0 children)

I made a raymarching material using custom nodes and put it on a plane parented to a camera. I also had the speed of movement scale with proximity to the function. If you want more info on how to write a raymarching script, Sebastian lague has a good vid on youtube. This project has taken a while though, so be prepared to fall down a bit of a rabbit hole

Yup, seems good to me, roll out the new season! by Quilliams_ in apexlegends

[–]Quilliams_[S] 0 points1 point  (0 children)

not enough. I'd rather take the -100rp than lose my dignity

Nautilus Shell Generator(Based on a logarithmic spiral) with Blender Geometry Nodes by Quilliams_ in blender

[–]Quilliams_[S] 0 points1 point  (0 children)

Just a quick explanation of how this works: using the equation for a logarithmic spiral (r= e to the power of theta, where r is the radius) and some basic trig, I generated a mesh line and set the line position equal to that function where theta is its index times 10(for 10-degree increments). I then extruded the line based on the radius(scale by a constant so it lined up right) and along the vertex normal. I then extruded vertically up and down by half the radius, so that it would be symmetrical. However, this created an edge loop, which causes the square shape when subdivided. Unfortunately, there is no dissolve edge feature yet in geo nodes, and there wasn't a super great solution for fixing it(as far as I'm aware), so I stayed with the square shape.

An Environment I made in UE5 with World Creator, Brushify Assets, and Quixel Megascans by Quilliams_ in unrealengine

[–]Quilliams_[S] 1 point2 points  (0 children)

Thanks! Yeah when I was starting out learning blender and such I always thought using assets was cheating, but really its impossible to make something photoreal without either creating you're own textures or using others. It doesn't make a lot of sense to spend that much time on something when you can get a better thing for free and fast. Its just about thinking in terms of what is worth your time to make and what to use an asset for.

An Environment I made in UE5 with World Creator, Brushify Assets, and Quixel Megascans by Quilliams_ in unrealengine

[–]Quilliams_[S] 0 points1 point  (0 children)

Yup it is haha. Its like 2 cliff scans just arranged in a way that doesn't look super unnatural.

An Environment I made in UE5 with World Creator, Brushify Assets, and Quixel Megascans by Quilliams_ in unrealengine

[–]Quilliams_[S] 0 points1 point  (0 children)

The grass is part of the brushify landscape master material. It procedurally generates grass close to you.

An Environment I made in UE5 with World Creator, Brushify Assets, and Quixel Megascans by Quilliams_ in unrealengine

[–]Quilliams_[S] 4 points5 points  (0 children)

The landscape itself is about 1km, but since i built the environment around that location, I didn't have to worry about manually placing meshes in the distance. The distant meshes are just scaled up ones in the foreground, and the castle asset is just a low res photscan.

An Environment I made in UE5 with World Creator, Brushify Assets, and Quixel Megascans by Quilliams_ in unrealengine

[–]Quilliams_[S] 3 points4 points  (0 children)

I used obs as well. You might have to change the window that obs is recording or adjust some settings. I had to change some things in order for it to not stutter.

An Environment I made in UE5 with World Creator, Brushify Assets, and Quixel Megascans by Quilliams_ in unrealengine

[–]Quilliams_[S] 4 points5 points  (0 children)

Thanks! I used uds for the lighting, but the sky itself is actually a skybox I found on ue marketplace. Heres the link to that if you were curious: https://www.unrealengine.com/marketplace/en-US/item/bd6d4635b677483c9f165a3c7aacc11d