How I made this STYLIZED openworld map as a BEGINNER
Music by Davide Joerg
https://open.spotify.com/artist/5E4Dw...
Hi guys, In this video I want to delve into the technical issues related to the first open world map for my game, project Destiny.
This map is very large, to be created by a single dev. More or less a square kilometer, it is also developed vertically, from deep canyons to a high mountain, it is composed of rivers, meadows, rocky walls, woods and more.
Let's start with the lighting. Thanks to the UE 5 Lumen system I can change the lighting in real time by rotating the sun.
Thanks to the quick change of the skybox and to the rotation of the sun, I can give a different look to every single scene in the map.
This shot is made up of many models made with another new technology present in unnreal engine five. Nanite As you can see, every single highlighted model is made up of millions of polygons maintaining a very high detail.
Under all these models we find the landscape, a surface that represents the terrain.
To vary the various terrain surfaces, such as earth, grass, tall grass, water, etc., I use a thai tool, where I can color different textures to differentiate the terrain.
The colors of the landscape also determine the shade of telhe grass. As you can see in this case, I can paint green for example and on the painted texture it generates many blades of grass. Now with a slightly darker green, I can match certain patterns of grass for each texture I'm going to paint. As you can see here.
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