Quick Environment Creation in Unreal Engine 5 | FastTrackTutorials | Skillshare

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Quick Environment Creation in Unreal Engine 5

teacher avatar FastTrackTutorials, Premium 3D Art Education

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction Trailer

      1:59

    • 2.

      01 Doing Our Planning And Gathering Assets

      15:57

    • 3.

      02 Creating Our Landscape

      26:12

    • 4.

      03 Placing Our Hero Building And Water

      41:20

    • 5.

      04 Fixing Landscape And Placing Our Core Buildings

      20:50

    • 6.

      05 Placing Our Buildings On The Right Side

      19:58

    • 7.

      06 Placing Our Buildings In The Center

      26:53

    • 8.

      07 Placing The Rest Of Our Buildings

      25:30

    • 9.

      08 Adding Our Terrain Material And Textures

      31:31

    • 10.

      09 Doing Our First Lighting Pass

      33:33

    • 11.

      10 Painting Our Terrain Textures Part1

      26:34

    • 12.

      11 Painting Our Terrain Textures Part2

      14:59

    • 13.

      12 Creating Our Water Front Part1

      15:19

    • 14.

      13 Creating Our Water Front Part2

      20:18

    • 15.

      14 Adding Smaller Buildings And Tents

      24:56

    • 16.

      15 Placing Our Foliage

      38:00

    • 17.

      16 Placing Small Assets

      18:35

    • 18.

      17 Polishing Our Environment Part1

      27:50

    • 19.

      18 Polishing Our Environment Part2

      30:05

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About This Class

Quick Environment Creation in UE5 – In-Depth Tutorial Course

Learn how a professional environment artist works when creating large open-world environments using the latest released UE5 with the help of marketplace assets. You will learn various techniques like creating custom landscapes, environment composition & storytelling, asset placement & polishing, lighting & post-effects, foliage painting, and much more.

UNREAL ENGINE 5, WORLD CREATOR

We will cover various topics in this tutorial course, but the main ones are as followed:

  • An overview of where to find assets and reference.
  • Creating a custom landscape using World Creator.
  • Placing various large scall assets while keeping in mind storytelling and composition.
  • Foliage setup and painting.
  • Placing small assets to add to the micro storytelling and make the environment feel complete.
  • Doing lighting and post effects for large-scale environments.

And so much more.

The general takeaway of this course is that in the end, you will have the knowledge on how to create exactly what you see in the product images, and you can apply this knowledge to almost any type of environment or asset.

7+ HOURS!

This course contains over 7+ hours of content – You can follow along with every single step – This course has been done 100% in real-time except for a few small time-lapses for very repetitive tasks.

Because this course is all about creating quick environments in UE5 using unreal marketplace assets this means that the environment will not be included in the source files due to copyright.

There will be a file in the source files stating what assets we used for this course.

SKILL LEVEL

This game art tutorial is perfect for students who have familiarity with Unreal Engine – Everything in this tutorial will be explained in detail. However, if you have never touched Unreal Engine (or any game engine) before, then we recommend that you first watch an introduction course

TOOLS USED

  • Unreal Engine 5
  • World Creator
  • Photoshop (only for post effects)

YOUR INSTRUCTOR

Emiel Sleegers is a senior environment artist and owner of FastTrack Tutorials. He’s worked on games like The Division 2 + DLC at Ubisoft, Forza Horizon 3 at Playground Games, and as a Freelancer on multiple projects as an Environment Artist and Material Artist. Next to this he is also the owner of a tutorial publishing brand called FastTrackTutorials.

CHAPTER SORTING

There’s a total of 18 videos split into easy-to-digest chapters.
All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.

Meet Your Teacher

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FastTrackTutorials

Premium 3D Art Education

Teacher

At FastTrackTutorials, we are passionate about empowering creators in the 3D art industry. We specialize in developing and publishing high-quality tutorial courses and learning content designed to help you master the art of 3D design. In addition to our educational offerings, we also operate as an outsource studio, delivering top-tier 3D environments, assets, and materials to meet the needs of our clients.

Explore our website to discover our full range of courses, each crafted to provide you with the skills and knowledge to excel in the 3D art world. Whether you're just starting out or looking to enhance your expertise, we're here to support your learning journey.

See full profile

Level: Beginner

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Transcripts

1. Introduction Trailer: My name is Emil Sligas. I'm a senior trite environment artist, and I will be your instructor in this course. In this course, we will go over on how to quickly and efficiently design environments using Unreal Engine five. For this course, we will be using external assets from the Unreal marketplace to put together a very cool looking environment within only a few hours. The goal is not only to teach you the tools, but also how to do storytelling in your environment and how to think like an environment artist. This course will cover various topics, including an overview where to find assets I reference, creating a custom landscape using World Creator, placing various large scale assets while keeping in mind storytelling and composition. Foliage setup and painting, placing smaller assets to add to the micro storytelling and making your environment feel complete and doing lighting and post effects for large scale environments. And of course, there are so much more little things scattered around in this tutorial course. The general takeaway of this course is that at the end, you will have the knowledge on how to create exactly what you see here and you can apply this knowledge to almost any type of environment. As mentioned before, for this course, we will be using external assets. This means that the actual environment is not included in the source files due to me not owning the rights to actually give you these assets, but I have included various bits of information, and with almost no time lapses in this tutorial course, I am sure that you can follow along and learn from this course no matter what assets you are using. With a total of more than seven plus hours of video content, I feel confident that at the end of this course, you have to know on how to create various types of environments in Un Lgend V. This course will also come with out generated subtitles in English, Chinese, Russian, and Spanish. I hope that you will enjoy this course, and I hope that it will have a positive impact on your 2. 01 Doing Our Planning And Gathering Assets: Okay. Welcome to this tutorial course. So as you might have noticed in our trailer, we are going to basically create an environment, and it's all about just very quickly putting together an environment inside of nngenFV so that we have, like, a nice image to show or like a video or something, or even a game environment. So you can almost see it as mostly just level design and little bit of level art and stuff like that. So this tutorial will not be focusing on actually creating the models and everything, just on how to put it all together into something that looks nice and also something completely from scratch without like limited references, and everything. So over here, I have this library, I like to call this asset gym, and it is basically, I like to do this often for every project. It's just like a general scene that has all of the assets that I have gathered for this project. Now, what we first of all going to do is planning. So I have these assets. This is because I, of course, had to first of all, find everything out because this is a tutorial. I cannot just go in blind, but I try to go in blind as much as possible. So I do not have an idea for the environment yet. I only know that it's going to be a nice viking environment, and I will go ahead and I will show you the assets that I have used for this. Over here, this image that I got, this is on KitPshTre and it is the Valhalla or Valhalla, however you want to pronounce it back over here. So this one, it also gave me quite a nice idea of something that I wanted to create with this concept art, also inside of Unreal engine because, of course, this is not inside of Unreal. So I wanted to create a viking village that has, like, a little bit of, like, military undertones and then also next to, like, a very large river or something like that. And I will like those large mountains with foggy background. So we are going to create something a little bit similar to this, but of course, we are not just going to copy it. So when I was looking at this, and I started to go ahead and, like, have an idea, the first thing that I want to do, and I will go ahead and do that now is I want to give my environment a story. So right now, it kind of depends. Often, if you have, for example, a client and they ask you to make something you already have the story because they ask you what to make. But if you are just going to come up with an idea and just make it completely from scratch, what I like to do is I like to give like a few sentence stories. So super easy. I just have a notepad and I often just get a bunch of reference, I got only two. I got this one and this one and they both show something similar. They both show mountains, water, and of course, the village. Knowing this, and I'm going to have this over here, I can go ahead and I can come up with the story. What do I want to have? I want to have a Viking village with foggy background mountains. In the distance, there is civilian. I don't know how to write that. I think like that. Sorry, English is not my first language. So I want to have a Viking village with a foggy background in mountains, and then in a distance, there's a civilian living area with houses and shops. There is a large lake here, there's a large lake located in front of the village with fisher boats and piers. I don't know the English word. Docks. I guess docks I know what I mean in my head. And then for the military undertones, on the left, sorry, on the right side, there is a military training ground, honestly, I'm just making this up. So I have something in my head, but for the most part, I'm just making this up as I go along. So it's fun. It's just telling stories. So on the right side, there's, like, a military training ground. That is also protecting the dog slash water. Okay, so we got something like that. I think that is pretty good. The village terrain, so I should say, landscape will be slightly hilly with large rock structures. Let's have a look, large rock structures. Yeah, large rock structures randomly located against the hills. Let's see. Did I forget anything? So we have the foggy mountains? Yeah, I think that's about it. I think that will give us a very solid idea. Now, the nice thing is because we are going to generate terrain, the cool thing about that is that we cannot really make it up as we go along here. Coincidentally, I actually see living quarters here. I did not even notice that, so that's coincidence that I came up with the same idea. But yeah, ours is, of course, going to be a little bit different. I do want to create a center point, but I do not yet know what the center point is going to be. Right here, the center point is this building. Often, most environments do have a center point and it's really nice because you can build everything around that. That's something that I can for example. So basically having this stuff and have a quick look for a center point. So I don't want to make this a center point because that's a cliche. Then I'm literally just copying over the stuff that I already or that has already been made here. So, um, Yeah, I'm just going to do like center point of the village will be on a path. So I'm thinking right now that's the tricky thing about doing this life. The center point will be on a village on a path with one side one side is going to be walls and the other side buildings leading to a small central Oh, yeah, medium size central building. Let's keep it to something like this, because I do realize that right now it sounds a little bit like we are almost copying over the concept, but I will make sure that we do change it up a little bit here and there to, of course, give it a different feel. But let's say that this is going to be our story for now. So having the story what I already did is, as I said before, I already went over and I start looking for, like, the packs that I wanted. Now, first of all, the most obvious one, which was going to be our main pack is the Valhalla pack from KidbsTD. So you can find it here. They have a lot of stuff if you go to kids. Here, there's some really cool entire cities, DMZ zones, there is outpost, there is fantasy stuff. There's so much stuff in here. So we went ahead and went for the Valhalla, and it's basically just like yeah, like a Viking, fantasy style, something. And it comes with, like, a lot of different buildings and assets, as you might have seen over here. This was by far the most expensive one, but because it was a center point, it is definitely like the one that I was confident spending the most money on. So, of course, for you, there are so many places that you can find it, and I will go over that later on over where you can basically find all of your assets. Now, I know that they are going to be hills. All of these rocks and everything, and a lot of these assets we can do using mega scans. Also, a lot of the textures we can do using mega scans. That's really nice because mega scans is completely for free. However, I wanted to get something special with these hills. So I went ahead and I went to the Unreal marketplace, and I end up with the Maui United GMBH scrubs and bushes over here. And this one, it's a really nice environment that just has like a bunch of bushes, small little rocks and stuff like that. And I think this will work great. I think this also gives a nice feel for the style of hills that I want to go for. I do want to make them a little bit more grassy. But yeah, something like this that will look quite nice. Do I will go over how I find the stuff later on. Next, we needed some backgrounds. Now, these landscape backgrounds, if you type them into reel, they are for free. So they have been for free for a very long time, and it's really nice. It just give you some very quick easy backgrounds with, like, nice big mountains and everything so that our actual terrain, we can just focus on the hills and then we can just have these mountains in the background, and then we can have our Fog. And for our Fog, I went to Gumroad and downloaded this free fog card blueprint. It says Unwel Engine 4.16, but you can also use it for Unreel Engine five. So it's completely free, although I do recommend donating, and it's from Devon Chu. I hope I said it correctly. So these ones basically allow us to just have some four cards in the background, which will look quite nice. Now, the last one that I had was the automatic landscape material. This is because I am not very good at creating landscape materials myself, and I did not really want to go ahead and, like, create a landscape and splat map, which is basically like an RGBA mask that basically tells you where the grass is, where the rocks is, all of that stuff. It feels way too complicated when I want to put something together quickly, but that's the goal of this tutorial to just put it together quickly. So with this automatic landscape material, we can basically plug and play. We can plug in our textures. I am going to change the default textures, and then based upon the elevation and on our settings, we are able to basically decide where there are rocks and where there is ground and stuff like that. So I basically just gathered all of these things. It is super easy to go over this. Most of the time when I need to create an environment like this, I just use the unreal engine marketplace unless I need something very specific. Can simply go ahead, and now that Unreal Engine five has been released, you can go over here into like Unreal Engine five compatible environments, for example. And then over here, you can find so much stuff here. You can find like landscapes here. The real Biomes one are amazing, by the way. Just a shout out because I've used the back before. It's really nice. So there is, like, a lot of really, really high quality stuff in here. And hopefully soon you will also see Fast Track Studio sitting in here with our own bags. But yeah, so basically, there's a lot of stuff in here. If you have already an idea, then you can, of course, go ahead and do that. Like let's say that you want to make some grasslands. Or like fields or something. You can go up here. You can type in like grasslands. And then here you can see, like a mountain, grassland. See? That looks nice and realistic. So just like that, you can very quickly find something. Of course, it will cost money. Everything costs money in this world, pretty much. But they are often not very expensive. So it's often like some really nice stuff in here that you can get to build your environment. Of course, yeah, the higher quality, the more money it often costs. But if you do not want to spend too much money, you can also go to the free, and then you have the free for a month and permanently free collection. The free for a month is really nice. It even has some medieval houses and everything. And every month, Epic Games or real gives out free packs like this. Also some really nice photogram tree food and everything. And, of course, you also have the permanently free, which is great because there's a lot of foliage and everything, also, so here you can see, like landscape. Oh. Okay, that's a pain. I could have got it for free, and I paid like 30 euros, but that's okay. Like, it all depends on what you're looking for. So I'm not too worried about that. Here, you have the Rural Australia, which is quite a popular pack that is also really high quality and really good. But yeah, basically, so you can also find a lot of stuff in here completely for free. Now, having that set, the next one would be mega scans. This one is built into Unreal Engine. So here we are with Unreal Engine. Now, F disclaimer, I am still getting used to the new UY because they updated it a little bit inside of the actual release of Unreal engine five. But if you go down here, you can find your Quickle bridge, and this one is basically mega scans. Oh, let me just Twlet? There we go. And Mega scans, it has literally 16,000 assets for you for free, not just models. So it has like surfaces, decals, models. Yeah, I can, for example, click on this one. And here you can see that I can just download all for free, so many rocks, and here is where we are going to get most of our rocks. So most people already heard of this, but, yeah, you can definitely just, have a look and you can find so much stuff in here. Also, interior spaces, there's just a lot of stuff in here. Okay, perfect. So now that you went over everything, as I said, we have a library. I have everything in pot except for the four cards. I will do those later. The assets are looking pretty good. We have some small LOD problems, as you can see here where the materials basically not correct. Also, the way that they did this is they basically placed it into a blueprint and then built the entire environment. This means that it is a little bit slow to move around, but we don't need to move around too much. All those blueprint problems we will fix later on. So, yeah, we have a bunch of stuff here. I have no idea yet how I'm going to use it. That's a fun of things. I'm literally going in blind because I wanted to show you how it feels just as like an artist. Like, it just feels won if I would know exactly how to place every single prop without any thinking. So over here as you can see, we also have a bunch of small props. We have all of these bushes and all of these extra foliage, and then we will have mega scans later on, which I will go over also. The source files are not included, of course, because all of this stuff is not owned by me. Well, I do own it, but I'm not allowed to just give it away. Okay, perfect. Having that done, that was it for the first chapter. What we are going to do in the next chapter is we are going to create a brand new scene and we are going to get started by generating way. Let's go ahead and continue with this in our next chapter. 3. 02 Creating Our Landscape: Okay, so now that we have all of assets and we have Alva planning, now what we can do is we can get started by creating our train or our landscape. Yeah, that's the first thing that I want to get started with. I like to keep it quite flexible, unlike, for example, some projects where you need to have a very specific looking terrain. We can be quite flexible with this because nice thing is, when we make it so flexible, here I just bring up the image. There we go. If we make it flexible, there's very little chance that we accidentally copy over our concept art because I do tend to sometimes do that without really noticing that I just accidentally just, like, make a carbon copy of the concept art, which I do not want to do. I want to get a little bit of variation in here. So for that, what I'm going to do is let's probably just get started by creating our very first new scene over here. So we have our model gym, so I'm just going to go file and just create a brand new level, and Ooh, open world. That one is actually new. Let's just have a quick look. Actually never saw that. Oh, this one, yeah, yeah. I don't need this one. Sorry. I just want to have a quick look. So we are just going to go like a basic. Here we go. Simple basic world. And then what you can do is you can go file and do a safe current level. And then in whatever folder you want, I just have a toy folder and the scene. I'm just going to call this main, for example, and press save. Now, another thing is, if you want to go ahead and whenever you load up Unreal engine, if you want to make sure that this scene gets loaded up wide away, you can go up here to settings and project settings. And then if you go maps and modes, you just want to set the editor starop map to be main. And this way, whenever you close Unreal, if you open it up again, it will just load up this scene again, so you don't need to go in here and get it. Okay, landscape. Cool. Now, what we're going to do with the landscape is we are not going to actually create it inside of unreal engine. Instead, what we will be using is we will be using a program called World Creator. World Creator, it's really cheap, it's really nice to use. Now, you also have World machine. That's another program that is often used. However, I feel like that when I want to create landscapes very quickly, I like World Creator more because it gives me a little bit more visual feedback. It's a little bit easier to use, yeah, it's just nice and quick. Now we are just going to create a height map. We are not going to create any type of texture maps or splat maps or anything like that, if you've ever heard of those terms. They are basically specific maps used to dictate where specific textures are located inside of vial gon. For example, where is grass, where is rock and everything, but that all becomes a little bit more complicated than time consuming because it also has to do with your materials and everything. Instead, what we are going to do is we have our outer material. So we can go in here and we can just press this little button over here or you can use a preset if you want. But I like to just create like a new scene. Now, I will say I am not a complete expert on Worldcreator, not even close to it. I just know the basics of it. So we will keep this nice and simple. Over here, we have World Creator. There are a few settings down here. There are stuff like if you want, for example, a He can show like the height information, stuff like that. There's some more filters, there's some more bloom and sun. That's just like here's the sun. There's a bunch of stuff in here. You can even add clouds and you can even add water over here, as you can see. So that's all quite nice. Now, we don't really need to do that, or we don't need to use it. But if you want to change the settings, you can go up here and you can change stuff like the sun angle and just that kind of stuff. I just wanted to show you that it is in here if you want to go ahead and just play around with it. Also stuff like your exposure and everything you can kind of, like, play around with. The tab that we want to have is the very first one over here. Now, if you click on biomes over here and click on the Global, you already get a few settings. As you can see over here, if I would change the strength, I can already change the settings of my environment. Now, what I like to do is I first of all, like to go ahead and get a solid base. If we, for example, go to style down here, we have a few presets. So we have canyon, we have classics cliffs. So for example, here, press Canyon, you get the canyon settings, and they are just like changing a few settings here and there. So we have cliff and the one that we want to do is we do want to get like something that is in between hills and mountains. It's a little bit tricky to explain. So it's something that's just like, there are hills, but they are not high enough that there is no grass on it. Let me say it like that. By the way, I am using WASD with my rise mouse button to just fly around. I can go in here. So this is cliffs. If we go, for example, here we have the dunes, but I don't really like them. Um, often the one that I like to use for hills is the mountain range or was it the mountain, mountain range over here. So the mountain range, because as you can see, yes, this looks really strong and really large. But if you would tone down the strength, it becomes a lot less strong. So we have something like this. Now, another thing that I like to do is I like to set my position up here to one fourth. What this means is basically the micro noise and everything, it gets higher quality. If I go to one, see? Or if I go to four, it becomes very low quality. So we just want to go nice and high quality for now. We are going to go ahead and change these values later on. Then once that is done, I'm going to basically just press the randomized button up here with my seat, and this will give me a random seat. So first of all, that's kind of like the site on my mountain height. So if I am over sorry, I sometimes use my scroll wheel because it's force habit. So if I'm sitting at the ground level over here, these are actually really high mountains. So we do want to kind of like tone this down a little bit like this. There we go. So it's something to work with. And now, I like to play around with my seed, and the goal for this is mostly to find a nice area where we can have a little bit of water sitting here. And then we have some hills quite close by. Like, over here, you could, for example, have some waters, and then you have some hills and stuff like that. Again, it doesn't matter in which direction we are going. So we can just go ahead and play around with our seed until we get something we like. Now, another thing that you want to play with is under the style. So you have your scale. Basically, what we can do with this is we can set this a little bit smaller because our trains going to be quite big. If we do something like a low scale of one, our entire train will just be one massive hill, but we want to have a few hills. Not too many because once again, we are not going to include the mountains later on. But I do like to go in here and set my scale maybe to set it to maybe like two. For some reason. Oh, wait, it's frozen because I did I accidentally made a mistake. Okay. W which gave me some weird visual feedback. Okay, anyway, so we've done that. Then I'm going to set like my scaling down. And then what I can do is I can go in here and I can yeah, yeah, let's just now try and find a seat that has, like, some pretty decent flat areas that we can use for our train. Now, we are going to also increase those flat areas later on. But first of all, I like to just get something that is interesting. So it might take a second to find exactly the sat that I want. I'm going to set my scale a little bit lower, actually. Let's do 1.5. Oh, actually, yeah, like if there's water around here, that looks quite interesting if we do something like that. Okay, yeah, so that looks quite interesting. I think something like this will be nice so that we have some hills and everything, and we can just have the house here. It's a little bit difficult to see the scale, but this is something that often we can figure out inside of In real. And of course, if we want to have the hills to be bigger or we want to add extra hills and mountains inside of In reel, we can just do that. Now, right now, if we fly around here, you can see that it is quite basic. This is just like a very basic looking twain. So what I want to do now is I want to add a few filters on top of this. So we want to go for grassylands that are also a little bit rough. For that, what I like to do is if you go and press this little third button over here, you can have your filters. Now, the nice thing is, as I said before, the visual feedback is really good here. You can add the filter, and then as soon as you hover over it, you can see that it will actually show you the base settings of that filter. See? So that's quite nice. So if we go in effect, I often like to use smooth ridges when we go for, like, grassy landscapes. Here, you also if you like craters, you have rugged is also one that's sexy, quite good for smoothening. And then over here you have deflated. So yeah, you have a bunch of stuff, distortion, which is quite cool, for example, for deserts and stuff like that, inflat. So yeah, there's a lot of stuff in here. I tend to use the smooth what was it? Smooth ridges, sorry. Then what I like to do is, I like to just tone down the scale or the strength over here. Also, the length is not. You can also go up here and turn on fast render and fast render often makes it a little bit easier to see some stuff. Here you can see that if I tone down the general strength, you can see that it brings back that noise. I actually don't like the fast render. It is always very blue, and I still have figured out how to fix that. Basically, I'm just going to tone this up, which will make my mountains a little bit less strong, like this. So it's a little bit softer. And then there was another one that I like to use. So you can stack them on top of each other, almost like Photoshop. So you can go and you can add another filter. And it was believe it was in ridges. No. Dryocky sharp. Yeah, I think it was Rocky sharp in the dry section over here. And you can turn off your field so that you can kind of see. You can see that it kind of just pushes things down a little bit more. Also, if you said like Willy Stone, you can see that it just adds, like some additional sharpness back, which is what I want. I want to get, a little bit more of like that rocky feel back again. So it's still grassland, but it's like a rough grasslands. So let's do something around 25 you can also try and play around over here with, like, your values, but I tend to not touch them too much. They are often very subtle. Like if you change a few of these here, you can see, like, some very small changes. But as I said before, often I just generates these strains quite quickly because there's so much stuff like foliage and everything going to be on top of them that it does not matter too much unless you are making really specific mountains. Got something like this. Now, having this, I do feel like I want to get some kind of erosion or something. So here, this kind like the classic erosion stuff that you can see from mountains, and it often happens, for example, over, I don't know, probably millions of years that there's water and everything flowing down from the mountains when it is raining and stuff, and that is causing this erosion. So let's see, we have ridgets, we have rocky. Oh, Rocky actually looks quite interesting. Like, the ridges are quite typical, but the rocky is quite nice for this specific one. I've actually never used that one before, but yeah, I quite like it. It's way too strong, Yeah, yeah, that is actually looking quite interesting. So if we have rocky, we are going to set the strength down quite a bit because I just want to get, like, a little bit of, like, those directional flows coming from this. So let's do, like, I don't know, something like 45 maybe a little bit strong, maybe around 50. It's just like a nice subtle detail that we can have on top of here. Okay, then roughly around here are going to be the mountains. What I'm going to do is I'm actually not going to have I'm not going to remove any of the mountains. The reason I don't want to do that, even though we have water is actually a few reasons. One, I don't yet know exactly which angle I will be looking at and which mountain I will be using. I think I will be using this, but I'm not sure. The second one is that when we start adding our water, the water will actually deform the terrain automatically. So where we have our lake and everything, simply, let's say that the lake is around this area where there is a mountain, the mountain will just disappear. So there's no real point for us to even go in here. There are automatic paint filters that you can use. I've honestly not used them too much, but you can go up, I believe here and art the custom based I recommend just having look at their YouTube channel from World Creator. So they give out some really nice stuff. But I've only done it probably like once, so I don't feel confident teaching you guys this. And I don't use this program too often because it's not often needed. It's just this is a specific project. Also, over here, this could also be quite nice for water. Anyway, let's say that we have something that we like. Of course, what you would want to do is you want to do a quick save. Yeah, working file absolute part. And let's make a new folder that I will call Landscape. And in here. Landscape underscore 01 in case I ever want to add more of them. Okay, cool. So now that that is done, now what you want to do is you want to export your height map that we can use inside of Unreal engine to basically get this exact look inside of our train in Unreal. We can do this by going to Save. And if you then press art in your export presets, you want to simply grab a height map over here. And once we've done that, we need to click on the height, and then there are few settings. So I like to keep it raw bit depth of 16 should be fine. I'm just double checking. I always forget if it is the flip X or flip Y, but okay. So yeah, this looks fine. Export area is 496 by 496. So it looks like that the defaults are correct. I'm not too sure about outer normalization. Sometimes it works, sometimes it doesn't will have a look at that. So let's first of all, now go ahead and I think we probably just want to select a folder. Here we go. I just navigate it to a folder. And then what we can do is we can go ahead and press Export Selected or export. Export, that was it. For some reason, Export Selected didn't work. And Did you export? Lo, did I do something wrong? Maybe I had to say, Oh, it's quite annoying. You have to press the save button, and then you can export the ht map, but for some reason, the export is for the other maps. I keep forgetting that. So actually, press the save button, and now here you can actually export your temp. So that one is a bit confusing. Export in general in this program, it's a little bit iffy, if I say that correctly. We can go ahead and just call this landscape, underscore 01. And now the thing I was talking about is that the outer normalize, it sometimes pushes our values down too low. You'll see now it is working. It sometimes pushes our values down too low, which makes our mountains not strong enough. Now you can compensate this inside of unreal engine by changing the scale, but when doing that, you risk basically you risk way that the painting works of your twain inside of a real I'll show you. It's easier that I show you than trying to explain. So here we have our default sea. That's totally fine. I'm going to get rid of my floor. What else do we have? We have a directional light. We just go to our details. For skylight, yeah. So like this stuff looks all totally fine. I'm not too worried about that. In our tutorial, I'm no wait. We don't need to do that for landscape. I was almost ready to import that texture, but landscapes do not need to import textures. Instead, what we can do is we can go down here to landscape mode, and that will bring up this view over here, as you can see, and it will create a landscape for us. Next thing that we want to do is we want to go ahead and turn on enable added layers. This is something we need in case that we want to add some extra mountains using blueprints and also for some other type of procedural foliage, which we won't be using in this tutorial, but just turn it on. It's good. And go to Import File and then it will ask you for a temp file for which you can just go down here and you can go ahead and you can navigate and click on your Landscape 01. Height Map resolution is going to be 40 96 by 40 96, as you remember. Now, as you can see, it's quite a difficult visual feedback, but as you can see over here, it is a little bit strong, and this is where you could go into your scale and set this 250 to tone down your mountains. The risky thing for that is if you set this to 50 and you then later on want to paint on top of your train, like paint height on top of your train, it sometimes does not work correctly. So personally, I rather do this stuff inside of World Creator. Now, before I go to World Creator, I just want to 255 quartz. It looks like that it already set all of the settings correctly based upon our pm resolution. I'm not really used to doing that because I think that's new for EulgenFVw it just does that kind of stuff. So it should already be fine from what I can see, but we will know soon enough. Now, let's go back into World Creator, and then in here, what we can do is we can try and turn off the autonrmalize. And play around with the settings. It's a bit tricky. So try to first of all, get it close to what we had before, which was something like this. And then what we're doing is we are basically just, like, trying to tone down the intensity, and then you can press save again, and then you can just over wide the landscape. And when you've overwitten it, you should be able to go back in here, click on the height map again, just open up the landscape, and then it should give us and maybe we need to reset it because it did not update. There we go. Here, it should give us a lower effect. Like this is way too soft, so I need to where's my height map. Okay, weird. I don't know where my height map went. Let's try this again. So it's a little bit too soft, so I just need to kind of, like, play around with it until I find something that I like, let's try and exput this again. For some reason, that's annoying that it keeps removing my height map. I honestly don't know why it does that. It seems a bit unlogical. So but we can go ahead and we can just keep playing around with this. Wow, it's really not working the way I wanted to. Height map. Okay, so these are the values. I need to keep in mind these values and see if I can get because I think that out to normalize, that's the out to normalize, it does not or it also increases the strength. Okay, I think we are getting close to what I had before, something like this. So minus I think actually this one can just be zero. And then this one will become stronger. So if we tone this down, it's t 85. And the annoying thing is that I know that this will go away as soon and I don't know why it does that because it didn't do that the first time. But let's go ahead and just replace this again. And now let's do this and go 14 96 by 14 96. It is giving me a really strange result. Is it that strong? Hight map. Sorry, this always is a bit of back and forth. So 85, for some reason, is very strong. So let's tone this down, set this one to -19. And if it doesn't work after this, I will just go ahead and I will just off camera play around to the settings because there's no point in you seeing me go back and forth like this. I just need to have a look at this. Okay, this actually might work. So let's just give this a try and else, I will just change the settings later on. By the way, if you want to fly faster, you can use your scroll wheel by zooming in or you can go up here and you can set your camera speed a little bit faster. So anyway, added layers is turned on. We have our correct height map resolution, material we can add later on. That's no problem. And then pretty much what you can do is you can go ahead and you can press Import. And then it will import this height map and it will set it on our train. And hopefully it will give us the details that we want. Looks like that if you just tone this down, there's a fog in here. Let's go back to select. Expand your height fog. Let's just turn it off. There we go. So here is our Twain. Yeah, that's actually a pretty decent looking see, you can see all of the little details that are in here that we are on top of it. So that is looking pretty good, actually. I quite like that. Now, it looks like that our train is not properly mapped to our shape over here, as you can see. So that sometimes happens when the resolution is different from this train compared to the rest. That's one oversight that I do want to fix. And the way that we can fix that is by simply deleting our landscape. Going back into the landscape editor, and it will have the same height map and everything, and we just need to 1 second. Let me move this down here. We just need to set the height map resolution, the same in the overall resolution because right now you can see that it is bigger, which calls those extra extending. Now, it will not actually accept 40 96, but if you just type in 40 96 over here, you can see that it switches to 40 81. This is because it's just like the way that the resolution pieces are divided on a train. It cannot exactly hit this number. But the 481 is fine because it just means that it will cut off like a tiny bit of our train, but this is so far out you will never notice because even in a video game, you would never really get to, like, the actual point of the train unless you have, different landscapes and stuff like that. At which point you would just export the resolution like specifics. Anyway, we have that done. Now we can go at it, we can press Input again, and that should do the trick. So let's go ahead and input our landscape over here and give it a second to load in. There we go. So yeah, here we have our landscape. And this is just a normal landscape. So you can still go in here with your sculpt and I know, like your brush is bigger. And you can see that I can still sculpt in here, just like normal. I can do whatever I want. I can use blueprints. I can flatten stuff. I can smoothen I can even add even more erosion if I want in these areas over here. But yeah, so basically. Now that this is done, I think this is a good point to end this specific chapter. So let's go back to select. In our next chapter, what we're going to do is we are going to find a nice location where we are going to build our environment, place down our center building, and then start with the water and maybe also way adding our materials or not rain. So let's go ahead and continue with this in the next chapter. 4. 03 Placing Our Hero Building And Water: Okay, so we left off with our landscape over here, which is looking pretty good. So now what we're going to do is we are going to basically, first of all, let's go into our gym, our model gym over here. Yeah, let's save this. And I'm just going to quickly copy over all my models into this gym just so that I can easily use them. So I want to, first of all, find my center building, and after I've done that, Whoa, that's a fast camera. Yeah, after I've done that, what I will do is I will go ahead and start finding a location. I'm going to grab my cube and just throw it into the models folder because I just want to grab all of this stuff in one go. But I do not want to grab the foliage because we will be painting the foliage using the foliage system. So contras. The nice thing is that you can just go to another scene. Don't know why it takes so long to load, but okay. Here we go. And by the way, yeah, let's get a bit off the exponential height fog for now, that's way too strong and do a Contrave. Okay, this might take a second because there are a lot of models over here. And this will also give us a sense of, like, the scale, because this is this should be the correct scale of a human player that you can see over here. And what I'm going to do now is, although that's yeah, yeah, okay. That is correct scale. It's Wi small, but it is correct. So I'm going to, I don't know, place it somewhere over here. It's really slow because there are so many models in this because of the blueprints. So we are talking about more than 1,000 models, probably. So I'm just going to go ahead and just move this over here just so that I have, like, a reference that I can use without meaning to switch back and forth, because I don't like to look at the thumbnails. I like to just go in here and just find something. So what are we going to do? Let's have a think about this. I'm going to let's see. I feel like this would be quite a nice centerpiece. And then we are going to have buildings next to it, maybe. I'm just having a look around. A lot of this is just thinking work. It's just about thinking how we are going to use stuff and things like that. I will use this one and maybe I will also use let's see, this one and maybe I can combine it with something because it is almost like a kid Bash. Let's do these two over here. It might be easier if I do B and E. If I go into my kid Bash, actors we should have number B and number E. Okay. Let's keep that in mind. And now what we're going to do is we are going to go ahead and start by looking for a final location. So I want something that is sort of flat enough that I can still properly place buildings here and there, but it does have an interesting landscape. So I like to often just go around and just fly around at, like, a low level, and just to see if I can find a nice location. Like, something down in this area was quite nice because what we can do is we can almost have the center point here, and then we have the villages sitting over here on these areas. And that's why I quite liked this idea, and then we can have another stuff here. Of course, we can adjust our rain, we can flatten it and everything. But I do like to always go in and have another look and make sure if I do not accidentally miss out on a really nice looking location or something like that, just by settling on the first one. But I don't really see anything that really catches my eye except for this area over here. Okay, so let's say that this was going to be the area we wanted, and then the center point, if we just grab this one, here, it's like, it's really, really small. So it's going to be something like this, and then we have our mountains here. Okay. Ah, let's have a look. I am going to go on my terrain, and I think I'm going to set my scaling to, like, 80. As I said before, I could be very careful for this, but I just want to see how it looks with, like, I think a scaling of 80 will be better. And then I'm going to set my Oh, actually, I'm just going to leave my location at 100. And the reason I want to leave it there is because I believe if you set your location to zero, it doesn't work as well when you want to, like, tone stuff down when you want to push your height map in. Let me say it like that. So we got something like this, and then over here, and let's move this a little bit further back. Let's see. Is this going to be a center point? So over here we have the military stuff. Over here, we have the center point, and then we have buildings sitting in here. Do I want to rotate my center point? I often like to keep the default rotation if possible, because it just makes things a lot easier. But yeah, I quite like it. Like, if it is pointing towards the camera, so let's say that the camera would be around here, it would probably not be as nice. So we would have like this one over here, and then we would have some smaller buildings that are that feels very far away. Now I look at it. We can do that, but then it might be better to make this a little bit closer. This is important, by the way. You might think, like, why are you spending so much time on this? It's because it is important because once we have placed this, we cannot really just, like, go in and completely change everything around. So this looks nice. So we have, like, space for our larger buildings also here. Now let's say that we have this building, and let's say that we have a problem like this where the twain is not exactly perfect, as you can see over here. What we can do is we can simply go into our landscape, and then we can go to our flatten over here. Now, for the flatten, you can pick a range by pressing the flatten target, clicking on the picker, and pick a range over here. And then normally I do this in new layer, but let's just have a look. Here, we see. Okay, so it does also work in this case here. You can see that we can properly flatten this out. Once we start adding our water, these layers become important because then they start interacting with each other. So let's say we have a flattened target here, what I like to do is I like to then flatten it, and then sometimes I like to also just press smooth and if the flatten was a little bit too strong, we can just, like, smooth this out over here, stuff like that. For some reason, using the landscape tools is very slow. I don't know why. It doesn't normally have that. By the way, the snapping over here, I turn it off so that I can properly place this down here. Yeah, this looks quite nice. So it's like a communal area, something like that. So we got something like this, and then I wanted to also maybe get a number B. And let's see, it looks like that it's pretty much the same on both sides. And I wanted to kind of, like, see if we can maybe combine this in some way, because that might look quite fun. So let's have a look over here. So if we have this one, I guess it would make sense to give it a little bit of space so people can walk behind it. I know. I feel like I just wanted to give it a bigger feeling. I guess we can try to, like, scale it up a little bit. Be careful about this because, of course, if you scale it up too much, it will look unlogical. But I'm mostly looking at, like, for a pretty image. I'm not so much looking for pure logics. It's mostly just going to be about the pretty image. And then, again, you can go to your landscape, go to the flatten, grab your target to, like, a location that is correct, and then we can just go ahead and we can just quickly flatten this out. And this is what I mean over here that this would be beneficial if you just quickly smooth it out like that or like that, and over here also. Okay, so let's say that now we have our center targets over here that is looking pretty good. Now the next thing I want to do is I probably want to go ahead and create a camera angle based on this. So if we have let's see. So there will be a river over here. So I want to give it a little bit of space so that I can see the military stuff that I want to do here, and I can see the village that I want to do here. So I'm just trying to get a nice camera angle, maybe like a slight top view, something like this. Of course, we can just change it later on. So having this, I can go down here, create camera here and create a camera actor. Then when you go to perspective to camera actor, we have over here our camera actor. Now, for the height and width, you can do 1920 by 1080, or if you want to go for the movie field, you can set your aspect ratio a little bit down over here and give it some of those black bars, even. So just give it like a long view. Yeah, you can also just go up here. You can find a bunch of different views. So I think the Longview, I don't know. Yeah, I feel like long view does look quite nice. So let's go ahead and go for, like, a 2.15 in the aspect ratio. Now you can also work with your field of view, which can be quite nice. I like to always zoom in my field of view and then place my camera further back. It will just give me that nice close up field that we often get. So let's say not seven, 70 over here, and then just push my camera back and you can just move around, and then you will be able to use your camera. So let's do something like this, for example. That looks quite nice. Yeah. Yeah, I quite like that. Maybe move this one a little bit further like that. There we go. Especially if you go up here and for some reason, my screen percentage is 97. Let's for fun set this to 200 and then you can see, you get this really nice and sharp look. Okay, perfect. We got this one. Let's go ahead and set this back to 100 over here, and that is looking pretty good. So we can go ahead and we can save our scene. Now, if you want, you can already apply your tray material. After saving, it will take a second to update. Sometimes you just need to wiggle around your camera and then Okay, that's weird. Normally, there we go. Okay. Yeah, the shadows. It's unrealized five. It still has some problems here and there, but they are quite small problems. Anyway, we can go to our landscape, and if you want, we can already add our landscape material just to get a feel for it. Although I first of all, often just do, like, the water, which is what we will be doing after this. But for now just for the fun of it, it's going to your landscape materials, auto materials. And if you just grab your auto material instance over here, let's grab this one. It on here. Now, your train will turn black right now. See? What you need to do is you need to go to your landscape, and sorry if I say train. It's because when I first started as an artist, I used Unity, and unity is trained. But anyway, you want to go to your paint, and then down here, you simply need to enter. By clicking on here, you need to enter your outdoor materials. So you click on here and you can do that for all of them, because else they do not register. And there we go. So now we get like a rock, and then later on we can, of course, change our materials. We can play around with our slopes, all of that fancy stuff. For now, we just want to get these sand layers and stuff like that. There we go, see. So we got already like a base. But as you can see, it does not look very good. Having this because I like to often switch around between grayscale and the rest, but I don't like to have my buildings grayscale. Like you can go up here and just go for, like, diesel lighting to make it grayscale. But what I like to do is, I like to right click in whatever fold you want, create a quick material. And just call it gray. And if I just go and open it up in here, all I'm going to do is I'm going to right click and add something called a constant three vector. And with this constant three vector, just set the color to be a little bit gray in the constant. Then right click and convert this to parameter and call it color. Converting it to parameter allows us to change it inside of the engine. Then I also want to press S and click one, which will add a scalar parameter. It's just a value. Call it roughness and set this to be like 0.7 and throw this into your roughness. So this is how to create a super, super basic plane material. Now, what you can do after that after it has saved is you can go outside of landscape mode. Right click and just create a material instance and just press Enter, and then you can quickly, for example, swap this out with your train, and then it will quickly turn your train into gray. Which point if you open up your material instance as I showed you, you can now set the color. So we can go for a little bit of a darker color. Because it is a train, we do need to press Okay before we can really showcase it, and we can also set our roughness if we wanted to. Okay, awesome. So we now got this stuff ready to go. I think I'm going to go a little bit further away like this. And now what we can do is we can get started by setting up our water. So for water, what I want to do is I want to go, first of all, into Edit and plug ins. And then if you type in Water, there are actual plug ins over here. That is literally called Water. Mm. The extras is new. But basically, this is the built in system water system for real that you can use, and it is really nice. So we can press yes, and then we do need to restart, so I'm just going to pass the video and restart my engine. Okay. Engine has restarted. Now, in the bottom, you will see that it is preparing the shaders. This might take a while. But Wild is doing this, so the water systems are pretty much drag and drop, so they're really nice. You can find them going down here. So normally I can just type in Water Yeah. So you can find them if you type in water. Just start typing when you are in this menu. I believe let's see where are they? They are like, in a specific place, but I've got without typing, if I can find them, to be honest. Or maybe they are just yeah, they're probably just like in the classes. So you can probably find them in here, but this is such an overwhelming place. So, yeah, we would just be pressing just typing in water. However, I will pass the video again until the shaders are done, which can take a while because this is quite a heavy system to use. Okay. So the shaders are done generating. So where did we leave off? Because there were like 4,000 shaders. We want to go in here, and we are going to go for, like, a lake, so we want to just type in water, and then you will have a bunch of components. So you have islands, lakes, oceans, rivers. Now, remember how I said that you had to turn on added layers for your train. This is one of the reasons. This would not work if we don't have those turned on. So what we can do is we can simply click and drag on the lake and place it in here and then see the magic happen. So it might take a second to generate because over here, it's once again, preparing shades and everything. But once it has generated, it should be a little bit quicker to use. This will be like the default lake, and it is just like a simple spline system that you can use. It has a really nice material on it. However, the material is super blue. So we are, of course, going to, like, balance that out. Once again, it looks like that it will take a while. Now, normally at this point, I would already just go ahead and get started by um changing this stuff around just like creating my lake. And also, I'm not planning on looking towards the back. I'm only planning on looking forward over here. So that's something that we can keep in mind that I don't really care about how that the lake looks from the back. Okay, I guess I will have to pause the video again because it's once again doing all these shaders. It's quite an expensive thing to use, but oh, well, Okay. So all of the shaders are done. Now, as you can see, we have a problem because there is no water. So if we go down here, there is water. So this is the first I guess I can call the bug. It's something that does not happen in relation four. But off camera already had, like, a look like, why is this happening? Because as you can see, the terrain deformation definitely is working. And then I realized that if we move this up or if we place a new one, it is correct. So, for some reason, there seems to be some kind of weird limitation here as you can see. Now there is nice water. So for some reason, there seems to be some weird limitation with our terrain. So what we can do is we can roughly, guess where the water stops working. Here, it is really like around here. And then we can probably just, like, change our rain around. So if I go ahead and yeah, delete our lake, let's grab our landscape or landscape. And let's see. So we need to go higher, or at least I hope that that is the problem. If that is not the problem, then it becomes a lot more difficult. Let's say that we set this to like 400. Oh, 400 is like nothing. In that case, let's say it's like 2000. And Okay, let's do 5,000. I'm basically just trying to figure out why it is not working and I like to keep this in because I'm sure that many other people will also have this problem. So now what I can do is I can just do my water body lake and I can enter it here. And then I can have a look and see if the problem is where the problem is laying. So okay, over here, now we have this, and I can see that it is giving me some, let's say, interesting looking problems. And these problems when we go higher, they do not exist. I'm also in uncharted territory over here. So over here, you can see that this one is also it's like at minus. If I set to zero, it seems that the zero point for this lake is way higher. But if the zero point for this lake is here, theoretically, should I not be able to just simply move this entire terrain up it's way too much, I believe. Yeah, it's way too much that I moved it up. 5,000. Let's say 10,000. I'm just going off with an idea. So there seems to be some kind of weird correspondence between the actual lake and how everything is working and the rest. So 14,000 maybe. I'm just trying to balance it out, and then I will just push those things up here, see? That's really weird. 12,000. 11,000. Mm. Okay, so this has become a problem that I might need to fix off camera because I'm not completely sure why it is behaving like this specifically. Okay, so I might have found a workaround. So as you have seen when we actually activated this plugin, it's experimental. As far as I know, this plugin has not even been updated for quite a while, which I don't understand why because it's really nice. But it's something that we need to keep in mind. So there are easily, like bugs and everything that can occur, stuff like this. Although this one, I must say is like really strange, as you can see over here. Like if I move it up or down, it seems to have this really strange anyway, the way that we can or the way that I found a way to sort of work around with this is by going down into the rain, and then here we have a curve setting. So we have our depth and we have our ramp width. And if I set my width really high to something like 8,000, it has a really soft fall off, as you can see, but that's not too bad. But as you can see over here, it kind of it pushes it down and causes those spikes to basically go away. And now, as you can see, if I do need to move this down a little bit for my train, you can see that it does mean that the twain has this really strong fall off. So my hope is, and I will just do some testing if we go to our landscape mode. Now, here you have your water. I believe that we cannot actually change the twin of our water, but we can try. Go to smooth and click on the water layer, and smooth this out. Does that work? Yes, no, maybe set tool strength higher. I don't feel like it works. If you also don't feel like it works, you can right, click on the layer, press Create. And if you want, you can also write, click and rename, call this top underscore edits. I do like to write this correctly. There we go. Why is that not working? For some reason, it does not like me. Okay. Anyway, that's probably another small problem. So basically, now if we smooth it, here you can see that because this is a layer on top, it will overwt our water over here. So this is kind of like the workaround that I found to use for this. I know it's really messy because inside of Unreal Engine four, this works perfectly. Like, we don't need to do this stuff. It's just the water. You place the water. It works. I have created entire rivers and lakes. I've created so much stuff with this tool. However, this is my first time using it in Unreal five, and I guess that it is causing some extra problems, maybe because it is new. But anyway, having this now, what we can do is we can go ahead and first of all, grab our buildings over here and place those up because that was still a problem that we had to fix. So we have our buildings over here. As far as I can see, the location has not changed, so that's fine. And now over here we have our water. And I guess what you can do is you can go in the rams. So the channel depth means how deep the water goes. She can see over here it's not very deep because of the width. And then the width is basically like the fall of it. And right now we said this to 8,000. If I go, for example, 6,000 yeah, here, see? So it seems to be some kind of weird fall of What I think is happening personally is, I think, because trains no longer have tesselation inside of n engine, at least not the way that they used to, I feel like the tool can no longer properly tesselate the edges and fade them out. That's what I'm thinking, but honestly, I would not know. Anyway, I'm going to set this to 8,000, and then what you can do is you can go ahead and you can grab, for example, a point, and then you can start by placing your river or your whatever it is called. Lake by placing a point here, then we can place a point, for example, let's say, over here, and we are going to make this feel a lot more organic later on. Now what you can do is if you go ahead and you can hold Alt. So if we just go over here and then on a point, if you hold Alt and drag, you can basically create another extra point and that should push this out. Now, I do know that the lake system, if we make it too large, it starts to complain. It starts to bring out a lot of arrows, but we will see. So over here, you can see that I just want to create this lake, and right now, I'm just going to cut straight through the entire mountain, but don't worry. I'm going to try and see if we can balance this all out. But yeah. So it's something that we have unforeseen problems. So we do need to kind of work with this. So over here we have our lake, and I'm not going to make it too big because I know that I'm not going to be able to look behind it. I'm just going to make it over here. So, let's see. So we have our lake over here, and then we are going to, like, say, push it down around this mountain. Over here, and maybe it would be nice to then over here because there are multiple mountains. We can kind of just flow it over. And once again, you can also rotate these points to make the curvature a little bit nicer or something like that. Like, I can go over here. I can set my curvature a little bit stronger, and then maybe if I go over here and another one using Alt, see, we can just keep playing around with this. Now, the more that you play around with it, the slower it will become. So do keep that in mind. But let's say that I have a lake like this. There we go. That looks pretty basic, pretty easy. So we got this lake over here. This is probably like for my test editing, so I can fix that later on. And now with my lake, there's a few things that I want to do. First of all, maybe I can move this up. It probably won't work. No, that's too bad. So the lake, it kind of just cuts through here, so we do need to do some manual editing. This is where normally it will deform really nicely, but this time, it is not doing that because probably our editing problems or something like that. I don't know if I set my curvature ramp. The problem is, if I set it higher to 15,000, it can start to break my mountains over here. But it looks like right now, it's just everything is behaving a little bit strangely. So anyway, let's set this to around 8,000. That's fine. We can just keep that. We have our channel depth, and that's basically if we set this lower, this will just become less deep, but we want to have ships in here. So if I set this, for example, to 200, you can see that now, here, see, you can see that you can look through and you can see the depth. I'm going to go for probably like 800 because I actually want to have ships laying on here, and I just want to have it like a nice. Here, see, you can look under it. I want to have this nice and deep like that. Okay, now, this looks really smooth. It looks really basic, not very nice. That's what we're going to work on now, and we are a little bit over time in this chapter, but it will be fine. If you scroll down, that's me. Let's do this over here to your water height settings, and then we have our fall off settings, and we have our effects over here. Now a file of settings, we can most likely play around with the edge off set and that will make some changes over here. If I set this to what was it? Was it lower or higher? Here or see it will increase the edge so. This was the one where I was actually worried about, C, because it just pushes out the edges, but not exactly the way I want. So I guess 500 is still fine. I just need to do some manual editing. The width, try if I set this to 248. I like to just play around with these settings. Doesn't do anything. Okay? Sometimes it does something, sometimes not. File of angle, let's play around with like a lower angle. Okay, so a lower angle does seem to kind of like Uh oh. Did I crash? No. Oh. Yeah, okay, so that's what happens when we set a lower angle. Let's set this back to 45. Now, at least you know all the settings. It's just me messing around with things. So I do apologize if you don't like me doing that, but I'm just playing around. Anyway, the one that we really want to work on is the curl noise. So the curl noise allows us to turn this thing into something really organic. However, with the bugs that we have, I am a little bit worried, but we will see. So as soon as I set the curl amount like a little bit higher, what you can see is that it will start adding noise to the curvature, see? And this noise, don't worry about this selecting, that's something that we can fix inside of our material. But yeah, with this noise, we cannot play around to the tiling. If I set this, for example, 2.2. And then make my tiling. I I set it to like 100, you will see what happens. You can get like, Okay, see, this is what I mean. Like, I don't think we can go very strongly with this. Luckily, we don't have to, but I am quite disappointed at how bad this plugin is working because normally it works totally fine. But anyway, so over here, we have already a bit more of an organic shape, and then we have the second curl noise. And if we set this one, for example, smaller and very softly to like 0.1, it will just add like little bits of micro noise. So if I set this maybe to like 150, like something really strong, no, 100. I'm just trying Honestly, I'm just trying to avoid the box. It's really tricky. But as you can see over here, it will just create some micro noise. So 80 maybe. Come on, something that will get rid of all of those problems. Okay, it looks like that. Damn. 50? Yeah, it looks like this we cannot go higher than 50. There are still some problems here and there that we can hopefully fix. So that is very disappointing, but oh, well, we can live with it. The goal is that now if I look in my camera angle over here, which I need to move up. I'm going to, let's see. Let's move this a little bit further away. So if this was going to be our camera angle, I'm going to just play around a little bit more and just place my, you can see that it's a lot slower now that we have other girl noise settings. Okay. Sorry about that. So unreal crashed, unfortunately. It's unreal I sur five. It can happen, even though it has literally been released like a week ago from the time of recording this. So anyway, what I'm going to do is hopefully this time it doesn't crash if I move this forward a little bit. There we go. This time, it does not. Then if I just go into my camera actor, yeah, that's pretty nice so we can see a little bit of water. Then later on we will, of course, also have camera actors that are just showcasing a little bit more of what we have. Let's see. Am I happy with this? Actually, I do want to show a little bit more water because I want to be able to showcase the docks and everything. So let's see if that is going to be the center point, I'm going to probably move it around here and maybe if I can then uh I almost want to place one here and then hold alt and then create another one that is kind of like a little bit like this. And then hopefully we can kind just create a nice little docking area that is then being pushed further out so that we can hopefully see it a little bit towards the side. Oh, over here, I need to do a lot of adjustments to get this to look good. Okay, let's try something like that, because it has already crashed, I'm just going to save my scene again. Okay, so yeah, we got these areas over here. Now, I think we got something pretty decent. We got like our docking areas and stuff like that. So I think that should work. For some reason, something feels different. I don't know if it's because the terrain has been adjusted a little bit to the water, but oh well. So anyway, we got this stuff over here done now. That is looking pretty good. Now, last thing that I'm going to do and that you can also do is you can already just play around with a train or a train with the material a little bit. So if you have over here your water body lake, if you go down to the water body component, and then you have your water material, you can click on here, and then you can navigate to your water material. Now, if you want, you can just edit this material right away, but if you have, for example, multiple different types of lakes, you want to create a duplicate. I'm just going to go ahead and I'm going to just edit it right away, so I can double click on it, and you get a lot of settings. Now, most of these settings you can pretty much ignore. So there's a lot of detail normals and simulations and stuff like that. The one that I want to work on is if we go down here data so we want to have the water albedo. We want to have the absorption scattering and water area, Watertopacity mask input. I think for now, that is it. So I can't explain to you exactly what they do. I will just show you. So the water opacity mask input, it works with the edge. If I said this to -50. Okay, that's maybe not a lot, -400. Okay, I guess I guess because of the 8,000 slope, it doesn't actually work this time. Maybe if I do ten. Normally, does it just gives us a better flow. Here. When I do ten, you can see it. So I guess -50 is more than enough because of our slope, it doesn't actually do anything else. Next, we have our absorption. We have our scattering over here, and then we have the water area. These are not RGB colors. It's not like well, maybe the scattering is. The scattering, you can maybe play around with, but it doesn't do much. But this one, it's not an RGB color. You actually need to be quite careful. So because of the Alpha, if I set this to like five or three, it becomes darker. So it displays how fast the water becomes darker. And then the other ones, display as far as I can remember the color. So if I set this two, for example, five, that's fine. Here, I I set to five, no, 20. Here see. So this one does like the fall off. Oh, no, yeah, sorry, so it's not the color. It just does like various parameters. 15, let's do ten. And then this one is 150 if I do 100, this one is for looks like this darkness. Yeah, okay, so that one is for this darkness. So if you do 150, let's do 120. And then this one, 350 is probably for, like, the lightness. So it's like a gradient thing. If I do 400, it probably makes the ends lighter. Yeah, here, so 200, 300. Okay. Now, there is also, like, of course, the actual color, and I kind of forgot where this is located in here because there are so many settings. Let's see. So this one is not the color. Let me just pass the video. I completely forgot where the actual color is located. Okay, I found it. So yes, the color is actually located in here. Once you've set those settings, you are able to change the color, but the thing is that for this color, if we go we want to go for like a dark bluish color. Sandra. You need to press Okay. Okay, so yeah, you can actually not set it to dark. Press okay. See, it's super sensitive. Let's undo this. It is really sensitive. Like, I need to just very carefully Play one. There you see, and then it does work. So it is really tricky to change the color. For some reason, you cannot adjust these settings. You can only play around in here. There we go. And then we can get some kind of color. And then we should also be able to adjust the opacity. So let's say that we have a color like this, and then we can play around with the actual values, maybe a little bit darker. Yeah, I think something like this, like a bluish color. And then let's see. So we have paste. If I set this to one, it becomes darker, see? So it's messy on how to edit this, but it does sort of work. And then we have this one, which is 300. And if I set that one, see, lower, then it goes into, like, a more greenish color. Oh, that's quite nice. That's to 250. It's 250, and this one is now 200, and this one is around 100. I'm just going to leave it to this for now. That should be fine. Also, for the wave amount and everything, there are areas in here. So also we have our water roughness and specular, by the way. If you set this one lower to like zero or 0.1, it will make the water not as reflective, you see? And then you have your fennel. If I set this to, for example, 0.5, you can see that in the distance, it also does not make your water as reflective. It's just in case you want it. I'm going to set my fennel maybe to like 0.2, because we have quite a dull looking or like a foggy looking area, so I don't want to have like super perfect, shiny. And then we also have a simulation scale if I set this to 1,000, no, that's not the one. Oh, there's so many settings here. There are settings in here that you can use for, like, your waves. I don't know if this is the one, if I set this to 0.3. It does do something, but not exactly what I'm looking for. Distance, water scale that's just like the scale of your water waves in the distance. If I said this to, for example, 2000, here see. You can see that that changes that one. But the one that I'm looking at is I wanted to see for like if I can make the water less or more calm. Let me say it like that. And let's see what a distance maybe it's this one. Sorry, I know that I am the teacher, but this is something that simply every artist will probably forget about until you have used this many, many times. Fluid displacement multiplier. No, those are not the ones. That's a tricky one. I'm not exactly sure which one is causing the wave. So that's something that I might just go ahead and have a look off camera again. Okay. So I found the problem. So in your material, you can find the distant waves. However, these actual waves over here, you need to go to your water body lake. And then if you go down to wave and then go to wave source and then wa water wave assets, and then navigate to this asset by pressing this button and then opening it up, yes, it's a whole thing. And then in here, you can change some settings. For example, the number of waves, which is the one that I wanted, which is the same as scale. I I set this 12, for example, six, the waves will be way bigger, which will also make them feel a little bit calmer. 5. 04 Fixing Landscape And Placing Our Core Buildings: Okay, so we now got our water working with a little bit of effort. But yeah, that's looking pretty good. So now what we're going to do is we are just going to improve our rain a little bit. So what I want to do is over here in these areas, I just want to make it almost like a beach. So the rain is like quite nicely, softly flowing over from one side to the outside. However, with these cliffs over here, we don't necessarily need to get rid of them. We just need to make them look a little bit more realistic, so to speak, because right now, yeah, they don't look good. So that's something that we can work on. Okay, so we have a top edits over here. I'm just going to actually delete it because I can remember that we did some editing on it, and I'm just going to move this here. And now what I want to do is I just want to once again, right click Create, right click Rename, and let's do Water on the score. Fix or something like that. There we go. Now, for these areas over here, that should be quite easy. We can just go into our smooth and like our brush is a little bit bigger, and we can just nicely smooth these areas out so here we go, see, so that instantly it flows over a little bit better. Also in these areas. Now in these areas, it might be cool. So let's maybe smooth them out a little bit more, but it might be nice to let's do some erosion. Maybe that can work. And let's set the tool strain 0.5 so that it's not too strong. I just want to see when I do some erosion, if that will make everything look a little bit more realistic. You know what, yeah, it actually does. I think if we combine this with some rocks, and by the way, you can not really see them in any other areas except here, I think that can actually look quite nice and interesting. Also over here, we need to combine them because sometimes the water just does not really like to extend completely out. It's it's something that happens. So we can just fill it up with some rocks instead of trying so many things to just get it to work. And then over here, I'm just going to nicely go over into, like, the smooth areas again. And at this point, it's up to you, like what you want to do. I'm just going to because you cannot see it, so I'm just going to, like, increase my brush size, and I'm just going to very quickly go along this entire area. Because of course, when doing this, the water itself will not dt. We are editing the rain, but we are not editing the water around it, and that's something that we do need to be a little bit careful of because it means that it will not always look as good. Over here, you can see that now I'm just playing around with my erosion to get like some cliffs or something like that. This is actually extra bad, what I see here. So that's interesting. I'll see if I can maybe somehow fix that because I'm not used to looking that bad. So my brush size a little bit smaller over here because I just do not want to break these etges that we have down here. There we go. We can just make this feel a little bit more logical and interesting. And then hopefully when we have our train on here, it will have rocks and everything for which we can then include some extra rocks from mega scans just to build things up and make them all look very nice. Its almost feels a little bit like clay sculpting, like it doesn't actually look too much like erosion, but Yeah, it looks pretty good. Okay, so over here, these areas, if I do sculpting. Okay, so if I sculpt, we are able to kind of cover those up. So what if I set my tool strength to like 0.1, and then I'm just going to, like, here see carefully, just sculpt over it. I don't know exactly why it is doing this, but at this point, I'm not really surprised anymore by the strange type of bugs because we have clearly seen that the water system is not working as well as it normally did in Unreal engine four. Which is very unfortunate because I actually use the system a lot in Wheel four. So I do hope that they will very quickly fix these type of systems and everything like that. But anyway, for now, what we can do is we can just kind of, like, fade along here. And honestly, these areas here, I don't really care, then over here, I do want to maybe give a little bit of here see? There we go. So yeah, I'm mostly just improvising right now with the water just because it is not doing what it is supposed to be doing. Anyway, that's pretty cool. So oh, actually, one more thing here and here. There we go. Especially in these areas you do not want to have super sharp cutoffs. Okay. So that is now done. That's looking pretty good if we go to our main camera. Yeah, I can work with that. So we got our main building over here. Now, what I want to do is I want to get started by just placing our mountains. This is because what I always do is I always go from large assets to small assets in terms of placement. Now, of course, our mountains are the largest ones. After that, we will do the buildings, then we will do the rocks, and then we will just continue on with smaller assets. But now we are really going to get started with the bulk of it, which is going to be placing all of these assets. So for this, I have, if I go to my content browser. So whenever there's water, there's a lot of engine content that you can just minimize, here we have our photo real backgrounds. And if we go into our maps, we can click on the overview map. The photo real backgrounds are awesome, so it's so easy to just get something interesting looking very quickly. Over here, you have modular pieces, but the ones that I'm interested in is like some of these where they are pretty much like included across the entire area. Now, this one actually looks really nice because it has greenery, and then it switches over into, like, snow, sorry, snow, I mean. That's quite nice or this one. This one might actually be nicer, but I just want to kind of, like, have a look around and see whatever we have. So okay, yeah. So definitely, let's do this one and do we maybe need some larger mountain pieces in here also? Let's have a look, increase the amount of mountains that we have and how big they are. I'm just going to select as usion control. Then I'm going to go up here. Modular background, spring and winter. Let's go for winter because these will be quite high up. I'm going to see um it is quite interesting how they created these pieces. Do this one. Let's do this one, and maybe this one over here. Press contras and now we can go ahead and go into our tutorial and scene and main give that a second to load up. Here we go. And let's do a Control V over here. And let's immediately just throw this into a folder. When you have it selected, it will automatically place it into the folder and just call it like BG for background. So we have our background, and then we have our models. Okay, awesome. So for our background, we are going to get started with our square background over here for which why is this so large? That's okay. Is there an ocean or something in here? Lake. Okay. The reason this is strange is because normally, it does not actually add all of this water, but I guess it is fine. I'm not going to really bother. I cannot select it. So maybe it's just like a reflection thing. That can also be it. But honestly, I don't know. Anyway, it doesn't matter. I keep getting sected. We are going to select our backgrounds, and we are just going to scale them up big time. Like we want to basically have the empty area over here. There we go, see? And just have our mountains over here and maybe push it down a little bit more like this. And then that is looking pretty good. I don't know. It's going to my camera actor now. Yeah, Seesaw we already get those mountain ranges, although they are not yet exactly how I want them to be. Just make sure that we push our terrain down over here. Let's now going here. And what I want to do is I'm going to go to Window viewports, and I'm going to quickly create a second viewport. And with this viewpoard, I just want to basically my perspective mode. Find my pivot point over here and I'm going to rotate it while having snapping turned on so that now when looking in this view, you can see that I'm rotating this by 90 degrees, and now you can see that I can basically see whatever I like. So 180. Here this is 180. And this is, I just basically seeing whatever mountain ranges I prefer And actually, it's fine if you don't go by decreases of 90 and just go for something a little bit different. Let's do something like maybe something like this. Yeah, let's do something like this over here. And now I can close that second view part. Did I actually not move it? I'm feeling like I literally just did not move it. Okay. But anyway, so now that we have these pieces done, we are going to grab those additional pieces that I had, and I'm going to get started by, let's move this one over here. Oh, and make sure that you do not accidentally scale them into the minus. It sets to like ten, but you need to scale them into the plus. So what I can do with this is I can temporarily move these out of the way. I can grab this one and then in my camera actor, I can scale this one up to basically create additional mountains so that they are exactly the way that I want them to be. This way, I have a little bit more control over the placement of them. Yeah, I can make an even bigger one. But then for this one, I do like a nice mountain range going towards the back and I can just push this out and maybe turn off a snap rotation. Here. It's just all about the camerngle. So now you can see that even though I am rotating this, you won't really notice as much. So we got this one, and now we have the last one over here, for which I'm going to let's see, let's scale it up. And let's place this maybe somewhere over here and let's see if we can maybe do I think I like this, but then of course, I need to fill up this empty space over here. Let's do something like this. I don't need the massive mountains. I just want to get a hilly area with these mountains in here. Although it would be interesting just to see if I press contra D and if, for example, push this down to see how large I can make them feel. Okay, here. So then also the resolution and everything would not work. Okay, so let's do something like this. And then the last thing I need to do is I just need to go in here. And let's say I, for example, grab, let's do this one so that's contra D rotate it, you basically want to just push this in front of it so that it does not show all of that clipping. And I'm just going to scale this up a little bit like this that I can move it down. And then I'm going to duplicate this again and maybe also place another one here, so that from a distance, when we have all of our fork and everything going on, let's move this one down. Yeah, this one also. To be honest, I don't really like this one. I think it has too many of these black peaks. So let's just use this one. And let's see if I can maybe, maybe I can push this down with its own. It's twice something like that. Just trying to find interesting look. There we go. Yeah. So something like that's working quite well. So we got this nice background, and you can, of course, imagine if it's, like, really foggy and everything, then it will look quite nice. So at this point, let's go ahead and save our scene. And this is starting to look pretty good. So we got, like, our center point over here, although it is quite small at this point, the environment's going to be a little bit larger scale than I expected. But it would not matter too much in terms of time because most of the larger scales are, like in the background. So we got this stuff over here done. Now what I want to do is I'm probably, first of all, going to place my buildings. Yes, and then I will work on the terrain. It's probably easier if I Oh, too fast. It's probably easier if I, first of all, work on my buildings. So, if this is the center point, we can kind of just, like, make everything from here. And I almost want to create like a cluster effect. So we have, like, small clusters of buildings here and there that are just scattered around. Now for this, we can have a quick look and go to our models, which are at this point, really far down over here, but that's fine. I just want to basically have a look around and just see what kind of stuff I have to get some inspiration. Yeah, we definitely need to fix this kind of stuff where the ODs are not correct. Although, to be honest, I can probably even just turn off the LODs at one point. Okay, so we got like so let's do central buildings that are being then surrounded by other buildings. And over here we have that's also interesting. Sorry, I mean, central building surrounded by smaller buildings. Yeah, and I'll see how it goes. So knowing that, I just need to quickly go in here and if you can just select one of these buildings over here, just press F, and then you are Mute in these areas. So I'm going to make my content browser at this point, a little bit bigger. And I'm going to go ahead and navigate to my Kit Bash three D and my actors over here. And if you want, you can go to your settings and you can set your view, not your view type, your thumbnail size over here to, for example, medium or large. In this case, I like large because I need to really be able to see what I'm doing over here. So let's first of all, get started with the central buildings that we are going to be placing if I have look over here. So we have this one, and sometimes it might be nice for you to always have a second view boot over here with your camera angle so that you can see what you're doing. If it is slow, you can always go in and or you can set this to unlit mode over here, but that might not be the best one right now, or you can go down to your screen percentage and set it to 50, which will make it feel very blurry, but it's just for distance. Knowing that, we can have look. I have my village over there. Next, what I want to do is I want to have like I'm just placing, like, the core buildings, and then we can place everything around it. So I'm going to have a little church thing sitting over here because as you can see, from a distance, it looks quite nice having almost like a church style building over there. Next over here, what we're going to do is, let's see. So we had, like, what is this? No, this is like a civilian building. We have this one over here. So I can also move this one probably around this location because it is quite nice that we have, these extra piece already. We do need to extend this down a little bit more, but we can do that. That's no problem. So let's get started. And I will also fix the placement and everything. The reason I want to do this one is because it is a little bit of a foreground area. So as you can see over here, at least, then we have something interesting to look at on the foreground. And you can kind of, like, just choose. Like, I probably want to have it somewhere along here. There we go. Let's just get started with something like this. Now, for our military base, let's see what can we use so as I said, I wanted to have an area of, like, walls sitting around here, almost as if this is like the military base. So let's say that the entrance would be I want to still have the entrance visible. So I'm just looking on my second screen right now. And I'm going to have probably the entrance sitting roughly around here. So here we go. So like, that would be something like the entrance. And let's see, what is this one. This one is just like a nice civilian building, that's fine. And this one is a little bit like bigger. So maybe we can use this one as like a center point. Although I just want to make extra sure that because maybe there's some more interesting stuff going on. And yeah, I feel like military. Like in these times, they would put a lot of pride into the military, so maybe they want to go for something that's no, it's outside of my view. That's a tricky thing. Like we already have this one over here, so maybe I can push this on a little bit further, but I want to have something that's not too far outside of you. That looks more like a church. I will add that one over there. Yeah. Okay. So let's do the military building over here and let's rotate it a little bit so that it is facing the camera almost. So as you can see, I'm just very slowly starting with the core buildings, and then I will take it from there and start adding more and more buildings. But right now it is important that we just get a storytelling over here. So the storytelling over here is that we have our central building over here. This site over here is going to be military based. Over here, it's going to be the town like the church and everything. And then over here, it's going to be the Fisher town based. So all of the fishes and everything like that. And then there will also be some buildings just sitting around here. So now that we have done this, what we'll be doing in next chapter is we will really start focusing on placing our buildings and just getting a general feel for the environment, placing clusters around of different buildings and stuff like that. So let's go ahead and continue with this in our next chapter. 6. 05 Placing Our Buildings On The Right Side: Okay, so let's go ahead and continue. So what we're going to now is we are just going to place all of our core buildings over here. And let's just start from the right to the left. So we're going to start with all of the military stuff. And I'm hoping that we do have some actual walls and stuff like that. So let's see. We have it does not look a lot like a wall, but I guess it is something. And yeah, once again, don't worry about the twain being sunken in and everything. That's something that we are going to fix. So 1 second, I just need to see what is this. This like a larger walkway or something like that. I can see that there's a lot of fencing. I think the problem is that I have this one way around. Yeah, there we go. So that was the problem. So let me just quickly go to this view. Let's see. I'm going to move it a little bit over here. Yeah, okay, because we do have fencing and stuff like that that we can use. But to be honest, I don't know. The reason is because the concept at also happens to have, all of these fencing here, but, of course, we are going to have a lot more stuff behind it. So I guess then it is fine to use it. I'm going to have Let's see. Actually, I'm going to do this via my second screen, which I have here. One entrance is going to be a little bit more here. Another entrance is going to be probably here and then we will guide a wall between it. Over here and then over here we will have the fence going outside of the screen or something like that. Yeah, I think that can work. So let's have a look. Is this walkway something that I can use? It is like a bridge. So probably not unless I will make some kind of like a river going somewhere here. So that's something for a later date to think about. So first of all, I want to create a wall because, of course, it seems to be one that is quite specific that we need in order to place our buildings correctly. But I'm currently just mostly having a look at guard towers and everything like that. So here I can find a guard tower. And it's nice to place these first because they will kind of, like, guide everything. Yeah, let's do like Let's do something like this. And at this point, I will just have a pretty basic wall that will just go outside of here, or maybe it will just kind of like end here or something like that. We'll see. So for these guard towels, I do like to often move them down. When moving them down, it will make everything feel a little bit more organic because it does mean that, of course, we need to push our walls and everything up a little bit. But I'll show you what I mean right now. So let's see where are the walls. I they should be here somewhere. I have seen them before. No, that's strange. Oh, here we are. I thought it was a gate, but it is actually a fence. So here we have our fence for which I can probably in this direction. And this is generally the goal. So what we can do is we can place a fence here but place like a little bit higher, that we still keep some of those mountains in here. I'm also going to rotate it a little bit. Of course, there will come a time where I will do a quick time maps for Wi small props because else it will take very long because I can spend a few hours on this if I really wanted to. But of course, I won't do that because the Gulf tutorials to get something very quick, but it does still mean that we need to have something that looks good and that takes time. May you can see that I keep moving them up a little bit like this. And then we have arrived at the guard tower and there's no problem to, for example, then move the tower a little bit more Like over here. There we go. And then we have fence. And if we would go to our camerngle, you can see that the fence just kind of goes over here. The reason I still make stuff outside is because I know that I will most likely have a few extra camerangles, maybe like a high angle like this or maybe like a close up angle like this and stuff like that. And when doing that, it's just nice that I know that I have a few extra fences and everything placed around. But going beyond this point, it will probably be over gill. So that's where I will probably leave the fence. And what I want to do because unlike a game environment where you can look around, we are only creating it for specific angles, and that's mostly for tutorial because there's no difference between this and a game environment, except the game environment you need to place more. But basically, what I'm saying is that I will just kind of, like, stop placing these pieces when I know that they are very far off the camera. And then if for some reason, I can still see them when I actually decide on my camera angles and videos, then I will, of course, just like, add more of them. Okay, so unfortunately, I crashed. I feel like that is happening a lot more with the final version of In engine five compared to the pre alpha versions or the Beta versions or anything like that. So that is quite interesting. But anyway, what I'm going to do so I basically had to replace this entire fence because once again, I crashed and I lost that work, but I've now placed it. I do feel like it looks very flat, but that's something that we will work on a little bit later. As like a safeguard because this is the second crash already in this project, while normally, I do not have a crash for hours on end, I am going to go to my a project settings over here. So it looks like I was in the wrong window. It looks very similar. But if you go to edit and edit the preferences instead of project settings, the window looks pretty much the same, but in here, there are different settings. So we just want to go in general, loading and saving. And then in here, we can go ahead and frequency in minutes. For the outer save, I'm going to set that back to 5 minutes. Might be a little bit annoying, but at least then this will work. And yeah, you can save time by not saving content, but honestly, it's fine. So let's just go ahead and leave it to this. Anyway, if we go back to our camera reactor, we now have our wall over here, so that's fine. I just want to go ahead and I want to continue on my wall. As I said before, it is looking very flat. That is something that I do want to work on a little bit more later to see if I can make it interesting. B, of course, on this side, the wall looks a lot more interesting, as you can see, but it would not be very logical because the water line is here. So if we go for storytelling, it would not be super logical to have the actual wall facing the other direction. I guess you can do that. So you can block this off, but then you would also be a yeah, there can also be people going into, like, the water and everything, and this is like your military base. So that's why I decided to place the wall this way, because the military base like a protected area where civilians cannot go or something like that, and it's mostly there. I know that I'm looking at it from, like, a really modern standpoint, while, of course, these are like, Vikings and everything like that, but that's just my reasoning for it. And I can always flip it around if I decide to change my mind. But anyway, for now, I'm just kind of trying to, like, build this fence down, as you can see over here, even though it is floating still. I I like that. And then I can place my watch tower over here. And now we can see that the terrain is really starting to ramp up, so that's something that I do want to work on a bit more. At this point, I will just probably do, like, a straight shot up until, let's see, if this is the main building, then I will probably just make it go around here. So if you want, you can use those watch towers to kind of guide your way. So we will have, for example, one watch tower going roughly over here. And as I said before, I do have my reference, but for the most part, I am also just making this up as I go along. I'll do another one that's slightly sideways over here. And Twain Willy becomes heavy at this point, but that's something that luckily we can just add it later on. And then the last one will be here and then it will just go beyond our screen. So then we will have the same thing as over there. Worst case, we can just close it off. But for now, that should be fine. Maybe move it forward a little bit like that. Okay. So I am going to place these balls in between here. I will just pass the video because it will take a little while for me to actually place these balls, and there's nothing interesting here. I'm just trying to follow along with the train and not too much. So here you can see that I'm not pushing it up too much, but I still want to at the end, will give the impression that there is a lot of height elevation within the train. We can do, like the last one over here, move it up, and then just go ahead and push your car tower back a little bit. Like this. Do not do this because that would not look logical. That's why I'm going for something like this. Okay, so let me just quickly pass the video until this is done. Okay, here we go. As you can see, I place my fence, and if we have a quick look at the camera angle, you can see that it just kind of goes beyond this point. Okay, so that is already that blocked off. Now what we can do is we can start to finally place most of our buildings here. So if I have a look, so this is the main building. By the way, if you press this button over here, you can cycle between wordspace and sorry, world direction and local direction your object direction for your pivot point, which is always nice if you want to, like, rotate some stuff around. Okay, so we have this main building over here. Now it is mostly going to be a matter of just placing some interesting military style buildings here that also make a little bit of sense. So you would be like, no, like a training area, like a barracks area, arches and then stuff like that. So I don't know if I can. Yeah, it's probably easier for me to just drag them in and have a look compared to trying to, like, find them. So this is, like, a farming area. So over here, Yeah, here. So this is like a military area. So what we can do is we can, for example, where's my Oh, yeah, wait, I crashed, so I need to have my second viewpot again, setting to the camera and you set it to 50 to make it a little bit faster because I do want to have a look, and I feel like maybe have one of these buildings over here. It's almost like a restock area or something like that. Against the wall. I think that would look quite nice and let's make it a, a little bit lower over here. What else do we have? We have like This can be like a Blacksmith area for the we can have a little bit Let's have all of the areas or all of the houses that are not so much about combat in this area. So that can be this one. And I feel like that would not be something that will be in Milte. This one is to build our ships for which we can I would make sense to have that one outside of the wall, actually. M so you cannot see it here, which is a bit of a shame. But if we place it over here, I'm looking on my camera. If we place over here, it just becomes a little bit too busy. But yeah, if we place it there, we cannot see it. So I guess in this case, what I will do is I will place one here, and the rest I will place on the right side of the environment a little bit later. For now, let's leave it until something like this. Okay. What are you? You are a generic house. That's something that I will leave for civilians. I feel like something like this could be interesting for maybe, like, the military barracks to have Oh, no, wait, actually, that's a little bit too over the top. Yeah, this one feels like a military bark. So we got those. Now, over here, we just want to have something so people are staying. I know that you cannot actually see these buildings, which is why we can be a little bit more flexible. But let's have, for example, one here, and then just have, another one sitting next to it. I feel like they would just build these buildings against each other like this, pretty much. I don't want to do too many because, of course, you can see that they are very similar. Now, if we go back over here, so let's see. So we got our main building. Is that the entrance? No, the entrance is mostly to the site, I guess. I want to see if there's maybe because it feels very empty still in these areas over here. So I was hoping that there is, like, that is interesting. That's one. I don't know where I can I can maybe fit that here. Let's do that. Let's have like one of these And I'll push it up up until, like, this point. And again here. Yeah, I think that looks interesting. And sometimes you can, if you want to cheat a little bit, by placing a fence here and then just placing it back a little bit, and then moving it up. There we go. You often won't really notice that kind of stuff. Or, of course, if you make the pieces yourself, you can just go ahead and you can make a bunch of custom pieces or smaller pieces so that it is easier to place. Let me just move this here and this here. Okay. So we got that one. Let's see. Yeah, I feel like something like this could work. So I guess we will just do like some barracks. I was hoping that we have some places where you have arches and everything that are twining, but I guess I can make those ones customly myself. Oh, yeah, and that's one of those buildings. So seeing this, let's make this. I feel like it would be fun if the buildings are placed in a little bit of, like, a weird way. So not like how we would do it in modern times, but rather they would just kind of, like, be built here. And once they are built, they would not really be changed. So what we can do is we can, for example, have two over here. Like this. And then another two that are further along, and then we have just something sitting in here that we can use, I don't know, maybe not so much a training ground, but just like a ground for relaxation. And I feel like it would even be fun if we change this up a little bit and make it less perfect in terms of placement, just to make it seem like they did not exactly have the measurement tools that we have nowadays to perfectly place all of these buildings against each other. I don't know. Was this something that we can use in here? Nah, that feels a little bit too big and a little bit too depressing. So yeah, we can have some over here. And then in this area, I do want to have, like, a training ground. So for the training ground, it will probably just be mostly smaller assets. But let me just place, for example, like one building over here. Almost as if there's another supply depot here where people can get their supplies and stuff like that. Yeah, let's place one over here. Okay. And the nice thing is, I can see on that concept art because the concept uses these assets that there are a lot of tents and stuff like that. So I was hoping that maybe I can find that. Yeah, here we have some arch stuff, so that's something that we are also going to work on. But as I said before, we are going to start with large and then go down to smaller areas. I don't actually see tanks. Maybe the concept artist just made those himself. Yeah, even if I type in tent Okay, that's unfortunate. It looks like that I cannot find those specific assets, but that's fine. So anyway, we have now these assets over here. And if we go into our camera, it does look quite interesting. So here we can just have some training grounds. I do feel like having something in the back, but we can once again just do, like, something with, like, arches and training and that kind of stuff. Now, having this one, what I want to do now is I want to yeah, let's work on this building over here, but I think it is a good time to end this chapter. So in next chapter, what we'll do is we will start working on this area with these few buildings. And once we've done them, we will do the top area, and then we will work on this area because I want to do, like, a Fishertown style area, but I don't know yet exactly what I will be placing. So let's go ahead and Sava scene, and let's continue with this in our next chapter. 7. 06 Placing Our Buildings In The Center: Okay, so let's go ahead and focus on this area, as I said before. And for this, I feel like this is going to be a little bit of, like, the front town or, like, the trading market or something like that. And then the actual town will be around this area over here. So for that, I do want to get like, a little bit more basic buildings, and maybe we can do something with, like, larger buildings, but I'm not sure. Like, this one looks very large, but I don't know if it would, I hear that completely overshadows everything. So I'm not going to do that one. That would be a little bit overkill. We have, like a little church over here that would be nice. Like, I feel like they would be quite religious or something like that. So a little church over here. But then there will be buildings that are sitting in front of it. And for those, I want to get like buildings that feel like not so much farming here, this kind of stuff. I know that we have already used this one over there, but that's fine. It's mostly just buildings that, I don't know I would say. The people sell stuff from them, so stores, but also like live in, stuff like that. So let's have a look. Let's do, like, one building here. And maybe it would be nice if we pack it quite closely together. And this one, I don't want to use it. I just wanted to have a look at it. Oh, here, for this one, they actually, yeah, they start making the building. That would be nice work on if I do something with that. So maybe we can do, like I'm just looking at my reference or my reference, my second view over here where I want to move this building to make it feel a little bit more logical, because if I feel like around this place, they would have already finished building it. So maybe it's actually something a little bit more towards the outside. Yeah, maybe something like over here, they start to build another house. Let's see, what is this one. These ones, I'm not sure. These ones maybe I will place them over here. But right now because they also have grass, it's a little bit tricky. Maybe the military had like another supply depot over here or whatever you want to make of this building, so we can place like another one here. We can also do some custom buildings later on because these are blueprints, meaning that if I go and click on my static mesh, I am able to, for example, remove elements and stuff like that, but it's a little bit unpredictable, which is why I'm not yet going to. And here are also the tents, by the way. So those are like things I might addi it. Oh, yeah, Blacksmith. Blacksmith is good. Let's go ahead and what you can see is I'm not actually using my rotation snapping. I'm doing that on purpose to almost give it like the feel that these buildings are not perfectly placed and stuff like that. So they probably would have wanted to place them quite close together or quite even, but I do want to see if I can get a little bit more like an interesting look. See? So here we have some buildings. And then I also need to figure out, in which direction I want to go with this. H. I'm just already going to place this one mostly because of guidance. So I'm going to place this one, and let's see, this is another little store. So what we can do is if there will be a part that is going over here, the parts will probably go down here. I will go down up here and it will go here. So it's like and maybe go here. So the parts will all just go in this area. But I figured that they would just build the buildings or the part around the buildings rather than the other way around in these times. Let's see. I feel like this would be too perfect. I don't know. It takes a second to, like, really figure out a good way to place all of this stuff. I feel like, Oh, if I don't like something interesting, it would just feel like too perfect of it. Look, so maybe I don't want to extend the buildings out too much. I don't want to make this, like, a massive town. It doesn't feel like that would make sense. Let's have like let's place this one over here. It's mostly just like sitting in the back. Yeah, that feels like a little bit more organic, having these buildings randomly scattered around like this or something Yeah, I can see this being a civilian building, but this one feels more like a farm land building, so it feels more like it's something that be placed roughly a here. So I'm just looking at my screen Those will probably come there. But what we can also do, of course, Oh, nice. Actually, this one, that's what I was looking for, that kind of stuff to be placed over here. It's two there, and then one of them needs to be in view. So I'm just having a look on my second viewpoint where I can actually have them roughly in the view. Let's do here. Like that. Okay. Anyway, I keep getting distracted, but that's fine. So yeah, this building over here, I guess it would not make too much sense because there's an entrance here. So what I will do is I will just place this one probably a little bit closer like this. Next, what I can do is we have this one over here. I can duplicate it. But for this version, what I'm going to do is I'm going to click on my static mesh. And then if I go in here, I should be able. Yes, you can edit it in the blueprint, but hopefully I can also go down here and turn off the visible. It's a little bit more expensive by doing this because technically, even though it is visible if it is invisible, it will, of course, still, I'm just checking here, see? At least now we don't have to edit the entire blueprint, so it is gone, but it will still be in memory, which basically means that we will still pay for the expense of it, but it's not like the worst thing. But anyway, doing this, and be careful to then go back to your main blueprint. We can just very quickly add some extra changes. What I can also do is I can also go in here and on this one. To invisible. There we go. There we go. So now we just have another extra piece. Let me just save my scene because I felt like it was slowing down a little bit. And see now slowly we are starting to get something out of this. So yeah, there is going to be like just a general place over here, and I feel like having a few buildings here, maybe we want to have a shine shrinee can't pronounce it. Just like something What is this? Yeah, that feels like something interesting. So let's say we have a little bit further away because you would think like a church area, they don't want to, like, overcrowded with buildings and everything, so they would just have a little bit more spacing in between it. So I'm just trying to keep thinking of, like, different stories that we can tell with this kind of stuff. This is also a nice building for me to place. Let's see. Gonna place one over here. So there will be like church area. Maybe we will have some kind of, like, stores or just like low level assets sitting over there. And then these assets over here are going to be here, so let's give it a bit of spacing. Place this one down, so this is going to be really like the fissure area. So that's something that we are going to work on a little bit later. Now, over here, we had stone this one over here, like the stone shrine or whatever it is called or just graveyard something like that. I feel like that would be quite fitting. It feels too empty. I'm going to have I'm just trying to keep thinking of, like, different places. So it's good that we have empty spacing here, and then we'll have the docks and the stones here. That's fine. Same over here. Over here, we will have a small spacing that will link to this building. So these two buildings are going to be linked together, and it will just be like a clutter of buildings. But then I feel like that this is, you know, it's too thin. I want to get something there. I know that if we have some buildings here, so maybe move this one a little bit closer. Let's see is there anything else we can use. I don't see anything specifically. So we could still use this one, but where are you? There you are. Well, I'm going to just going to scale it down a little bit and maybe place it, like, sideways a bit. So that is fine, but then I want to have, another building here. Maybe we can go for, like, a larger building in this area. So what is this one? This is just Oh, that's Oh, that's the same as those. Okay. Um, maybe, farming areas will be over there. So I think let's do so we have the church. We already use this one for, like, the center point, so we can do that. Maybe this. Yeah, I feel like that could work. If we place one of these over here. And set it like a little bit higher. So this is like its own little town or something like that. And then at that point, these buildings start. So we got this one. That is fine, although these actually also look like arches. So I might just actually want to also place one of these buildings somewhere here. But I forgot which one this was. It's a bit difficult to see from. A distance. No, that's like the honey stuff. Blacksmith. Ah, S No, that's not the one. Sorry. What are you called? You are called D two. I can, of course, just go here and find in a browser to asset like that. That's something you can also do. Yeah, I would not have been able to probably find that. So we got this one over here, and let's make this one like they made it straight. So there are like the living quarters, and then we have these ones over here, and they just kind of like place it here. And then over here, there's just like a large trading ground. So I will work on the trade materials for that. But anyway, so we got this stuff over here also done. Now I will focus a little bit on the farming area because I do like that one. I want to use it, this one over here. But I feel like that it would not be too close to the sea. To be honest, it's a little bit tricky because you would not technically grow these plants next to the sea, but maybe we can do something. Actually, maybe we can splace it over here in the far distance. Like that or maybe two next to each other, and you probably barely will be able to see them here. But there are like now some farming areas over there. I feel like that's probably the best because it would not be too logical to have a farming area literally next to a lake or the sea or something. If it is a river, then it would make sense because, of course, the rivers they can kind of flow there. We could swi river, but once again, I'm worried that then just the rain starts to mess up, so that's something to think about a little bit later. Now, all of these place over here. I do not want to have large buildings in these ones. I just want to get, like, small compact buildings so we can have like this one, sitting over here and just kind of like further back, maybe. Then let's see, we have, that's the large shipping stuff. What we can do is we can have this one over here, which is under construction. And then I remember that we also have a building under construction. What I can do is I can also almost make it like, Oh, yeah, they are creating another building. And let's see if I would be in this area, would I make the building aligned to the water or would I make the building aligned to the town? I guess I'll just go for whatever composition is nicest. So if we have this one over here. Um, I'm just having a look on my second screen. I can actually also show you what I'm looking at. I'm just looking at this. Et's make this go a little bit further back. Yeah, I feel like these ones are actually better to be placed around here. Because it is a slightly bigger building, but it is still doable. So we got this one over here. The Blacksmith is like over there. I don't need to have another one of those. I can use this one that we edited. And I don't know, this is actually a tricky area, and now it seems easy. But just to think of something interesting without making everything too crowded is actually quite tricky. Maybe we can do something with, like, the age of the buildings. Like they would not break buildings down. But this is like a new style building almost because it has, like, better walls, and it is just being placed with the big buildings while these ones are just like old shacks or whatever it is called. And that we can use there. So let's do another one over here, rotate it around to give it a little bit more variation and push it up a little bit. Okay, let's have a look at the camerangle. So we got this stuff. I want the buildings to actually almost go outside of view. I feel like that would be nicer if we do something like that. So we almost want to just have them go up until this area. So we need to have buildings that we can use over and over again. These buildings would not make too much sense because even though this is going to be grassland, it is so close to the water, and if it happens to be salt water, green grass would not grow as easily like that. So it's that kind of small stuff that I am thinking about. Don't know if I maybe want. Nah, let's leave the military stuff. Let's do another one here, another one. L over here, and maybe even another one here, and then I can, for example, just make some changes. So with this one, I can go into my static mesh. I can, for example, click on these type of meshes and let's say that we get rid of that piece over there and maybe we also want to get rid of this one. Something like that. Now we have already a slightly different building. And someone's like, Yeah, this is a fisher town. They are just living here. Am I fine with it going straight or do I want to go with the curve? And it's more like just, like, it's not so much being built by the town. These ones, they are more built by people themselves. Let's do something like that, maybe. Yeah, I think something like that is fine. And then over here, I do want to also, like, get something interesting. I'm just having a think about what I can get for these. Maybe I can get one of these, which actually have the bees and everything. Yeah, I can see from my second view that it would be nice to have this one roughly sitting over here. And I don't know. Maybe like another blacksmith. At this point, there will also be fog and everything to kind of block the view. So that might be better like that they started improving this area. So let's see. So yeah, you are into town. You balk past the shipping stuff and they are building the ships and maybe I can have, another one over here. And then for this one, I can let's have a look. I can maybe, like, get rid of this stuff. And this stuff over here, and this one over here. Let me guess this is just an entire piece. Yeah, okay. So that's an entire piece. So maybe it's best to just keep that one because else you would not really know that this is like a shipping construction area. But, you do want to twin and get a little bit of variation. I'm also going to place this one a little bit closer so that for our camera angle, it feels like it is quite closely packed together. I think that will look a bit nicer if we do something like that. So over here, we have that one. I'm going to have this sitting next to it. And this one might not make too much sense, but it does look nice to have a longer building here. Maybe I can find a building that does make a little bit more sense. This just like the military shipping. Yeah, maybe it's just like another important building sitting in between here that takes care of all the repairs or whatever for the ships. And I don't know. It's just outside of you, so it's nice because it just shows like a larger building sitting just outside of you. If we go to our camera angle see. Actually, no, I don't like that, to be honest. No, I don't it might, it might look nice over here in these areas. But in these areas, I just want to get something a little bit lower and a little bit longer. It's way too large. Yeah, maybe like one building like over here, and I don't know. Maybe like another one, a bit further along. Let's do something like this. So this buildings over here, and then this building, they just start to, like, already build it over there because they want to extend it down, something in that direction. So we have this one. That's already sitting over here. Yeah, that's looking nice. So all of a sudden like an isolated building just sitting there. And then over here in the back, we have some buildings and now what we can do is we can focus on this. So we got this area there's going to be the piers over here. Now, over here, I don't know yet. I want to get some kind of like a shopping or like a fish market, something like that. I just don't know if I have enough assets for it. So that's something I will need to do like a custom built on, which will take much longer than just placing the building. So that's something we are going to have a look at. Over here, yes, we have our military and we also have those military ships. Here they are building the ships and I know, maybe I feel like there's something that needs to be in this area. I have this house under construction. Maybe I can make it a little bit smaller. And if I have a look, if I place it like this, and then maybe I just remove a bunch of pieces from it. Oh, A, I don't know I don't know why I'm doing it like that because I literally have a second viewbard so I can just have a look and I just want to have this sitting next to the view. So let's do something like this, and then let's go into our blueprint, and let's just hide a bunch of this stuff. So we can get rid of all of this stuff over here. I just want to hide it because it's so unique that we will know right away if it is used. You can also or you should be able to multi select, then turn them off. There we go. Also, you should also be able to Oh, I don't know why why I did that. You should be able to, like, move pieces around also inside of the blueprint. That should be no problem. So having that one done. You'll see that fills up that empty space just like a little bit, and then we can probably just build some stuff around it. And, of course, over here, we will have the piers and everything. So it's starting to look quite nice. We already have a building sitting over here. I feel like our center building is being a little bit clouded by this one. So maybe push this one further back over here, and then we have this one, and if I just pass H to hide it. Okay, so it is good to have it there. But it almost feels like that also becomes the center bit. So maybe change our camera a little bit. But I don't know yet. That's something that we are going to work on a little bit later with composition. So first of all, we are going to do the base buildings, and now we are going to start working more and more on the composition to get something interesting because right now it does feel like they are just a little bit like a bunch of different buildings scattered all over the place. It's not yet what I like, but it's a good starting point. And that's what happens when we just try to make up stuff as we go along. So let's go ahead and finish off this chapter, and in the next chapter, we will go ahead and continue on just working on this area, and then we will start working on the top. 8. 07 Placing The Rest Of Our Buildings: Okay, so let's go ahead and continue. Now, what I want to do is right now in this area, I feel like there's too much different stuff going on. So first of all, let's go ahead and go over here. And this is also quite important. Like, I want to add variation, but I don't want to just have so many different buildings, and I only realize that after really looking at it. First of all, what I will do is, I'm actually going to move this one over here and I'm going to move it a little bit closer because I feel like that, as you can see over here, that might look a little bit better. It is sometimes nice if I just go into my camera angle and just ty it from this angle over here. Also I'm going to later on make something that I cannot see through it. We got these pieces over here, that's fine. Now, what I'm going to do is I'm going to actually replace These ones over here, we just like these buildings over here. I'm going to minimize the variation a little bit more. We got this one and actually, let's do these two buildings over here. I'm also going to have let's say this one maybe rotated and maybe placed over here. Let's move it a little bit forward. Let's move it down. Okay. Just going to have a look and see. I feel like this one would be better if we actually place it like this so that there's not too much stuff going on with the small stuff sitting up here. Okay, so we got that one. And then over here, we have this specific building that is fine. And then I'm just going to have another one sitting. So I'm just having a look at my reference to see if I can get some inspiration. Because, of course, this reference, it's not really a town. It's just a few small houses here and there, and they are way more spread out, but I want to have something a little bit more in, like, a dense area. So I'm going to go for say, two of them here, probably. One And two. Okay, so we got that stuff. Now what I want to do is, let's have a look. For this one, that's the same as this one, right? Yes. So that's the same as this one. So I'm going to delete this, and I'm actually going to use this one because it's a little bit easier or a little bit less crowded. So this one is going to be over here so that they're still like a part. So there's place for a part, but it will be a little bit closer together and everything. And then this version over here, this is a tricky one. I feel like that if I do it like this, it feels too modern. That's something that we would do in the modern day and age. But I guess I should also just make sure that everything looks interesting and looks good. So maybe this better if I do it this way. Yeah, there might be some silent moments where I'm just thinking about stuff that I can do. I feel like something like that should work, that is starting to look already a little bit more uniform and more interesting. Maybe move these ones a little bit forward. And then, yeah, yeah, I think something like this will work. And then over here, we will just once again just have some low level assets like Fisher towns and everything. And then over here also. So that's good. So we got these ones. We got this stuff going over here. I'm happy with that. We got this one, so we will have parts sitting down there. I'm going to have probably one more building. Over here. And then place this one a little bit forward. Yeah, okay, so that looks a lot more interesting. Okay, so we got that stuff also done. We got, like the backside building. Over here, it's fine to just have nothing there to also have a little bit of spacing. But okay, so I quite like that. I think that looks quite nice. This one over here, I'm going to move a little bit further back. So I'm now just trying to work on my composition. So when I have a look at this, I will be looking mostly. I kind of depends which direction I go. So over here there will be stuff going on. So I will mostly be looking at this, so we get a little bit of, like, a golden spiral effect. And it just kind of depends in which way that you want to look for the golden spiral. So this is going to be like our center point, but we have, all of these extra bits and pieces sitting over here. So you would probably just be looking at, like, the central area when you first look at this environment. And then here. So once you've seen your central area, you will look over here and like your churches and everything, and then you will look down here and you will look into the military area. So that's like, kind of the flow that we want to get when looking at things. So we got this stuff over here. That's pretty good. I think I'm going to leave the buildings as they are right now. And then over here, I also want to go ahead and so we have our church, and I just want to make it like a small town that is kind of like scattered around in certain areas. So that would be what that would look like. Maybe I can also actually have one large building sitting like, very far in the back over here. Um, see, that might be tricky because on camera view, it just shows like a point, so that will take way too much like the look. I don't know, maybe, but if we place like way further. Nah, that does not make sense. Let's not do, like, a larger building like that, but we can try maybe, like, a smaller building or something like that. See if we have yeah, so we can do a smaller building over here. Now we have our farms. I can just duplicate it and I can have another farm sitting out here. And at this point, this is so far away from the camera, it doesn't need to be perfect. We can just place like a bunch of buildings here, and as long as they look a little bit similar, it should be totally fine. Well, don't go for, like, ships or something like that. But now we can go for here we have a building here, and then we can have another one just sitting here and maybe another one sitting here. And let's double check the twain and push the stuff down and everything. Oh, that's going to be a lot of work to basically make the train fit everything. Then we can have a Blacksmith over here. Maybe like a church tingi over here, which you can barely see. You can only see like little tips of it. And that's what I want. I want to just basically be able to see, like, the tips of these buildings. So we got this one over here. Let's go ahead and duplicate it. Let's rotate it around. Here we go. So we got those pieces. I just go to place this one over here also. And I'm just doing this completely random because what I'm looking at right now is mostly just what it looks like from a distance. So you can see that if I now look at it from a distance, you can see that we just get a few small buildings, and I'm just trying to basically fill in these gaps in places that I think would be good. I can't completely fill in the gap over there, but maybe I can do, like Another one. Yeah, over here, that looks pretty good, and then let's delete this one. So, let's have, like, something like this. So it's just going to be like a few buildings scattered around. Maybe this is like the old town, so to speak. This one would be in, like, a special location if we do something like that. So maybe like over here, honestly, at this point, you can't really see it anymore. So, maybe something like that looks quite nice. Oh, okay. And over here, I'm just going to because I think that's pretty much all of the buildings that we have. I guess we can have, like the militaries, maybe also just sitting here and or located. But if we do that, it would not merely make sense to have them over there. It would make more sense to have them just outside of town because they would not want to annoy the civilians or, like, be in the dead center of, like, the city town. This is more like a place where over here, you can nicely walk. You can just go to your church. You can just admire whatever this thing is. Let's make it a bit smaller. You can go to the blacksmith, that kind of stuff. That's what I'm after. This one I don't feel like it would be. Correct. This one also not. I need to have something in here, but I don't think there is much let's make it like a larger building. Maybe that will work. Here we go. So it's just like a larger building like this. I know that this is more like a military building, but honestly, from this distance, you will never see. And this is not really the town that I will be spending a lot of attention to. It's more like something that yeah, you can see maybe like over here from this distance. But for the rest, that is looking pretty good. So we got, like, a nice little town sitting here in the back. Maybe push this one back a little bit. So, yeah, that's looking quite nice. Now, one thing that I would feel like on a village this high up is we have like these garts over here that are like individual Oh, no, wait. Sorry, that's a well. Yeah, well, is also like, something that you can place over here. But I can't remember that we all said like, gart and else I will just rip it off from something else. Okay, looks like that we do not have the guard towers I wanted, but that's okay. So what I can do is I can have like this one over here. And then what I'm going to do is I'm just going to go into the blueprint, and I know that it is a little bit time consuming. But let's go ahead and just turn off a few of these areas. That's too bad, so it looks like this one on the weight, yes, I can select it. Nice. Let's turn these off also. This one I need to keep. This one I can get rid of Okay, there we go. That should do the trick. So we now got this guard tower over here for which we can place, for example, one over here, and it's just to keep civilians safe and just looking over the area. It doesn't need a while. So I feel like let's just say that this is in peacetime like there aren't a lot of enemies around and everything, but I do want to just have the guard towers so that they have, people standing here and just protecting everyone, as you can see, like that. And it just shows like these little on cameras but just show like these little dots here and there. I feel like this one might actually be a little bit too visible. So let's push it a little bit further back. Which is ironic because, of course, the guard tower would be visible because else it wouldn't be able to just show everything or see everything. But okay, I think this is pretty solid. Let me just have a quick think about it and also have a look. So over here, yeah, here. So even they also like a little town, of course, my town is a little bit bigger, and they really went for, like, the militarized zone over here with, like, having all of the walls, sitting all the way across here, and then just having all the focus on the actual Yeah, on the actual ships and everything and it's not so much fishing. It's all military, which is not what I want. And then they have, like, the main building. So I think something like this is looking pretty good. I'm just going to sometimes hide a building purely to see what it does. Which is often quite nice just to see if it adds more value or not. But this is looking pretty decent, to be honest. Yeah, you'll see, not having this building. This building really fits there. This building also really fits. Yeah, I do want to have these pieces over here. I think I'm going to leave it at this right now. Yeah, I think that is fine if we just start with this. So what we're going to do now is we probably just want to go ahead and work on the train a little bit, and that will be the end of this chapter, just making sure that all of our buildings are not floating and stuff like that. And once we have done that what we will do is we will probably start working on already like the train textures first and just getting the actual train done, and then we will start working on our rocks and just like a peer and everything and take it from there. So for our train, we pretty much to go into landscape, make sure let's do a new one. Let's do a right click. Sorry, my keyboard shortcut is in the way. Create, right, click Rename. And just call building flat or whatever, something like that. And now we will mostly be using our flatten tool where we basically find a location like this and we pick our flattened target. Let's first of all, make a brush size also quite a bit smaller. And then what we can do is we can just go ahead and we go flatten this area. You can see over here. And then later on we will do a pass where we will just move the buildings a little bit. And of course, we will also do some smoothening if needed. So that's the general idea for it. So you go here, you pick your flattened target and then you just smooth this out, and then later on we will just smooth out the train to make it feel like they nicely flattened out all of this area. I think it is best if we actually also just continue on this area over here. Like they just made this entire area fairly flat, and then maybe over here, we can do another one. Because I don't want to have too much elevation between buildings that are close together, that would feel a little bit strange. Like, over here, you can already see that it's quite extreme, but I guess over here, that's fine. There we go. And you can see that I have my tool strength quite low so that I can just have a proper look. So something like that, over here, we can do the same like this. And then although tents, they would probably not actually flatten the ground for they would just place them on top. But in our case, we don't have that luxury unless we would want to spend a lot of time just fixing the tents and everything. But yeah, let's say that you would have something like that, you would then go back to your select mode. And for these areas, you would just tone it down a little bit, same over here, tone it down a little bit. And basically just flatten or place your buildings based upon how they are currently located. Don't worry about LLD, that kind of stuff. Those are small problems. Like, we can fix that a lot later. There you go. And now they do actually look a lot better. So we got that stuff done. So now what I will do is I will just go ahead and kick in the time naps, and then we will just flatten all of these buildings and place them all together because that is a little bit overkill to do in real time. So let's go ahead and kick in the T naps. No. 9. 08 Adding Our Terrain Material And Textures: Okay, so we are starting to get quite an interesting looking village over here, if you just ignore all of that stuff. So yeah, that is looking quite fun. So as you can see in the times, if you have watched it from the previous video, I just went ahead and I just made sure that the train was pretty good for, like, all of them. And now what we can finally do is we can start by adding our train material. And for that, we are also going to, like, import some materials and do some train painting and all that kind of stuff. So just a disclaimer, I have not used this material before. I wanted to go in blind to show you the reality of creating environments and be one of those guys that just immediately like, perfectly knows exactly where to place everything and the perfect composition because I feel like that would not really teach you anything except for how to play stuff inside of reel. So Stack studios, landscape materials, outto material. I believe this is the one. I do hope that with the auto material, I can still, paint in custom stuff, but we will see. So we have the au material instance over here, and I think we can just probably use this one if you want, which you can is in your tutorial, let's make a folder called materials. And then if you go into your out material, you can just click and drag the instance over to your materials folder and then just press copy here. And then it will make a nice copy. So we can go ahead and we can click on our train and now we can just swap out this material again. And we already did here, as you can see. Yeah, so it looks bad, but that's something that we're going to work on. We already went ahead and we went into landscape and already assigned all of our materials over here. Now, the thing that I oh, sorry, it's slow because it's trying to update the shaders. So yeah, right now, this would not be very interesting. So there's a bunch of stuff that we need to work on. First of all, I just want to make sure that if I, for example, click on the dirt, this layer has no layer. You must assign layer information. Oh, it's none Okay, that's Oh, wait. It's because of layer one or not. No, okay. Fair enough. I swear that I already assigned this. So you just want to go down here because all of these layer infos, it already created that. You create that when you create the actual material. And that's just like something where you just press the plus and then you just add like a random layer info. So it's nothing too special, but we will not go over it. I can see like a little bug over here, I think, where it is not able to properly. So that's just like one of those things with unreal here. You see? You can see that it's not able to properly add anyway, so I want to click on dirt, and I just want to make sure that if I paint in dirt, Okay, perfect. So we can do custom painting, totally fine. Okay, so what I want to do now is let's just go ahead and first of all, dive a little bit into our material. And there's probably some slope options and stuff like that. And after that, we are going to grab some custom textures because these textures are not very nice. To be honest, no offense to the creator of it, but yeah, it looks a bit flat. So auto foliage, we do not have auto foliage on here. I already had a look at it and it's broken, but we can just do manual painting. That's no problem for this. Oo material over here. So we have some blending, and then it looks like that we just have a bunch of dirt metallic, it has a little bit of, let's see, distance. Okay, so it does not have a height map, I believe, because the height mapo nuts work in real engine five. So these all look pretty much the same, and it looks like all you need to do is swap out the materials, and then you can play around with your roughness value. So that seems quite easy. Sand snow. Okay, yeah, so it's straightforward material. Nothing too special. That would mean that if I go in here and I said this a little bit stronger for example. Okay, so that will change the angle. So if I set this to, for example, ten, it will show more rock, and if I set this to like 20 again, it will show less rock. Then we have this one. Let's see. Oh, yeah, you need to release if you want to be able to update it. So this one really focuses on the angle. That would be good for this kind of stuff. You'll see. So it looks like it focuses mostly on the angle, but that's not the one that I want. I want, there we go. This is the one that I want. Here see. So you can see that the blend sharpness and the angle of our grass, let's set the sharpness back to 20. But I want to just see if I can work on the angle of the grass to get a little bit more dirt exposed around the tops. So -12? No, minus eight. Wow, that's really sensitive. Minus nine? Yeah, I guess minus nine works. And then for these pieces, I want to start by adding some extra rock for which I need to go in here. Yeah, let's do like -8.5. So we get little pieces of rock, and how does that look over here? Yeah, okay. See, so we got a little bit of rock being exposed in these areas. That is looking pretty good. Yeah, I can live with that, so we got some rock, and then of course, we have our background. So we also need kind of like matches with the background, but of course, we don't have really interesting lighting right now. That's something that we're also going to work on. For now, I believe that the lighting is fine. I don't think I need to do an entire lighting pass first. Let's see, have a background, models. I'm just going to art all of this stuff. Which we have over here? Let's go add is to our model, so to make it a little bit cleaner. Let's see. We have our directional light. I don't know where it is. It's all the way over there. It might be easier if I just temporarily move it closer here so that I can see it, and then the rest I don't really care about. So the reason I want to do the directional light over here is I just want to change, like, a few very quick values. So they change the position of the light color. It is now down here. And what I'm going to do is, I'm just going to give this a little bit. I think I want to go for like a sunset later on, not now, but just like later on. For some reason, it's really sensitive with, like, the moving, see? That's interesting. But I do want to already get the color in here a little bit so that I know how my materials need to look. Next, if you press G, you can go into game mode, and then we can kind of see this. So we can, for example, go and already, like, rotate our sun around to maybe get like let's do like 0.3 or point Oh, sorry, that's a sort angle. That's force of habit because they change the intensity down here again. Four, five, six, four. Yeah. Let's do five. And then I'm just trying to see if I can get some interesting shadows. Pushes back down a little bit. Something like this could be quite interesting, actually. Something in this direction. Maybe let's set the intensity to, like, three, four, 3.5 and let's set the light color for now to be a little bit less orange because it's a little bit tricky to see with the rest of my models. Yeah. Okay, let's do something like this for now. We also have our skylight. And if I said that, for example, to zero, yeah, it becomes really dark. It uses real time capture, which I guess is fine. So let's do 0.5. 0.7 maybe. And then another one that I wanted to do is for our reflections. We just want to go down here, and we need to add a light. Where are you? Visual effects? Yeah. Visual effects and sphere reflection capture. And this will basically make sure that all of our reflections and everything are correct. So what we can do is we can push this down here and just set this value to be like really high, so we are going to go for like 20,000 something like that, see? Just for now, it's just going to be a W willy high value, something like that. And that should do the trick for now. So we already get some more interesting lighting and everything. Okay. Awesome. Now, if we have a look at our train, yeah, we are going to go for grassy plains that have a little bit of dirt, and then it will also have some rock in here. So we need to have a proper dirt texture. No way, two different dirt textures that are quite similar. We need to have two different grass textures that are quite similar, a rock texture, and then a sand texture, and we don't need to snow texture. So this is where Mexicans comes in. We can save scene give that a second to save. Takes a bit longer than it did in Unreal legend before, but, okay, go down here and let's grab our Quickle bridge over here. And I probably need to log in. Yes, so let me just quickly log in. Okay, so I'm logged in. And now, as you can see over here, we can go ahead and we can find the surfaces we want. Also, the Tundra is actually really interesting because it's roughly what we are looking for. So let's keep this in mind that we have these pieces. I can see like mossy ground in here, but maybe it's best if I go ahead and yeah, I probably want to just go to home, then go to surfaces. And then in here, we need to get started with a two dirts. And dirt colors are going to be yeah, so we want to probably go for ground or soil. Let's do soil. And then in here, we can just try and find something that's quite similar, but not too intense. So we got, like, some salt covered rocks that could be interesting. Let's do and when I say intense, not something like too specific or too light. And also, of course, don't do something that's, like, a forest stuff in there because it would not really make sense since we have pretty much no trees in this area. Soil ground. And also nothing with tire tracks and everything, of course. Okay, here we have, like, some mossy rocky ground mossy rocky grounds. And I feel like that might actually work. Only for the dirt parts, it might be that bit tricky. So let's keep those ones in mind. Because here we also have some more intense dirt, like you can see, dry rocky ground. That one might actually work better. Now I look at it. So dry, rocky ground, and then we also have dry grass. So maybe those two over here, trampled, loose soil. It has a bit of tire tracks in there, so that might not be the best one. But yeah, there are so many choices in here. So we will need to have a look, but let's go ahead and Yeah. Let's try these two first. So when you have decided which one you want, I want to have, for example, the dry rocky ground. You can set the quality. Now, I'm just going to go for medium quality, which is probably going to be like two K resolution, uh or not. Yeah, this one is high quality four k resolution highest quality is like eight K resolution. But honestly, two K is fine, maybe high quality just for the fun of it, and then we can go ahead and press Download. Same over here, just go ahead and press Download. And once those are done downloading, which it's surprisingly slow, but okay. I will just pass the video. Once it is done downloading, then you can just go ahead and press art and then it will input it to the engine. Okay. So now we can just go ahead and press art, and then it will add these materials, and then we can go in here and we can do the same. So those are now added. Now at this point, I will just already show you how to work with this so we can go ahead and we can close this down. Now, this material, it looks like that it is using the roughness, height, and ambient occlusion into one map. We don't have height because real engine five, we don't have an AO map also. So maybe what we can do is we can hopefully just plug in the roughness and be done with it. I'm not sure how the AO will work, so we will kind of, like, have a look. But here we have a dry rocky ground. So all you need to do is you need to just go in here. And it looks like it is just using the same for the distance and for the vast. That's fine. And metallic being white is also fine. So although white is one, you would think metallic is zero, or did they just turn it? In here? Oh, yeah, here, so they turn it off in here. Even though it's using a white texture, they sell it to black. But anyway, let's go ahead and have a look, for example, where there is some ground or some soil, and I can go in here and I can just track this in. And now you can see it's already updating. I have some shadow problems over here, which for some reason, are not yet updated. But here, that's already starting to do something. So we have these pieces, and then this one uses the roughness in the second let me just check. Embclusion is in the red channel and the green channel is roughness. We can probably swap that around if I use this one. We can probably go ahead and just find the original and hopefully, it's not too complicated. All I need to do is I just need to cycle back to where we have our actual texture maps. Let's see. We go here. You swap out the embitoclusion, then you swap out your layers, which is fine. Then over here, you turn this into your outer ground. And if I just double click on that, the outer ground goes in here, and this is where I found my materials. And, so it has it has one for every single thing. So out of ground rock, pretty much, I think all I need to do is I just need to open them up. And 1 second. I'm just checking what we had for mega scans. A is the red channel, and roughness is the green channel. So if I going here, A O is the red channel, roughness is the green channel. 1 second. Let me just You know that because I feel like something went wrong. Oh, no. Okay. Red channel green channel. So that should have swapped around. Yeah, I want to save it. That's fine. And now over here, we pretty much just need to do that for all of them. So green channel is going to be roughness and the AO channel m is it just Okay, so this time, there's nothing in between the AO. So that's nice and handy that they did that. So there we go. So we can also go ahead and save this one. And now I'm just going to open them all up and I'm just going to change this around. So yeah, you can just alter the material to your liking. So here we have dirt, one, dirt, two, grass, grass, two, which I already edited, send one. And then, I guess, no, I will also do. For some reason, it opened up in a different window, but okay. So roughness, AO, and then I will just later on save them all at the same time. So roughness. Oh, it would be nice if the material creator ever sees this, to give options to just make a switch or to at least follow the mega scans because so many people use mega scans. Nowadays, it's just nice if you follow the mega scan outputs. But okay, so we have roughness again and then ambient eclusion in here. And then the last one roughness ambient seclusion. Okay, at this point, what you can do is you can pretty much close this and then just press yes on everything, and then it will immediately save. Although I could have just also saved the main engine, but it's too late now because I already pressed save on here. Hey, so we are going to swap out these materials, probably balance them out a little bit, and then we will also rely a lot on foliage and rocks to make everything fit together a little bit better. Not to mention, of course, we will have lighting and stuff like that, but that will come a little bit later. So yeah, we can also save our master material, give the second to update. And while it is updating, I can just re open my Oh, hello, my material instant. It's preparing shaders. Is it not working yet? Yes, no. Did I do something wrong? 1 second. Physical material needs to be built. Just go ahead and build our levels. A? So the reason that it is dark is that we have a few arrows over here. So with our height map over here, we just want the right click and then break Link two so that we break these links because we no longer need the height map since we don't have those from mega scans. And I'm just going to also nuke out all of this stuff that I do not need Tesilation. I don't trust ambient occlusion, so I'm just also going to get rid of that one. And then I believe that probably the next problem that we have is, or it has to do with our world position offset, but I don't think so, as you can see, so it is see, you can see that there is a texture here. I think the problem is that now, of course, they still use the old maps, and maybe the old maps have something in there that is causing the problem. So what I want to do is temporarily just apply our dirt map to all of this stuff. And we can do that easily by going into our Mega scan, and let's just use the grassy. And then if we just select this one, you just want to go into your material and just press this button over here and it will automatically apply it. And I'm hoping that that fixes it. And if that doesn't fix it, I will need to have a look because it's not like we did anything really special with this. You see? Feel then it is most likely that there's something going on with our displacement. Just for the fun of it, I'm going to get rid of this normal slot just to see what happens because I can see that it is not it's going from a specific slot to the normal. So if we go see. Yeah, you learn to recognize that kind of stuff in a while. So also some shadow proms, but I will go ahead and see if I can fix so soon. So yeah, so now we don't have a normal. So it looks like that it uses the world position offset, but I don't want it. I just want to use my normal. Can I not do that? Is this for some reason plugging in our normal into. No, it looks like it's plugging it into, like, just a normal slot. The world position offset. The reason that I noticed that so quickly is because this one is a little bit buggy inside of Unreal engine five lately. And also with rate racing, it's also often buggy. There we go. So now we have our normal back. So it is strange that it gave us that problem, but okay, so we have our normal now, so hopefully that will just fix everything. It is looking pretty decent. What we're going to do now is we are probably just going to gather the rest of our assets. This shadow problem over here, it is most likely a problem that has to do with our far shadow maps or something like that, and it's something that we will fix a little bit later. So I know that we are a little bit over time, but I will go ahead and just still do this in this chapter where we go to surfaces. And now we want to go for grass and I quite like having something like a mossy grass. So soil. No, it's probably underground. Mossy forest ground. No, that's not exactly what I want, but, I get that it is like mossy ground, but it's not the ones that I specifically want, I believe. Yeah. Where are you? There should be like grass here. Gravel. Oh, yeah, here, grass. Interesting that I use a dead grass thumbnail for grass. But again, dried. Let's do wild. So let's go in here and let's see if we can find like here. That's more what I want. So just some not to light mossy grass, and I want it to be, this is all like really small, so I'm not super happy about quality. Mm, this one, mossy grass. If we use this one together with, like, patchy wild grass, maybe that can work. Let's just have a quick look because there's down here, there's, like, really intense grass, also, clover patches, dried grass, forest ground. Let's try this. Where are you? I think it was this one, wild mossy grass. No way, these two. Okay, I'm going to go ahead and I'm going to download this one. I'm going to download this one. I'm going to also then go in here, and I want to download. Let's see. We have our Wildcrass and this Wildcrass. Let's also do this one and this one because I'm not completely sure if we want to go for something super intense or not. That's always a tricky thing with grass. Grass is not always. Well, it's just a tricky thing to make look good inside of a game engine, but of course, we will have actual grass foliage on top of it, which will kind of like compensate for it. Unfortunately, we cannot use grass that is specifically made to go on terrains because then we would have, like, no palms with, like, the masking, but we are just going to do it by hand and should be fine. Like, nothing too special. So I out saving while doing this. I would just pass the video until all of this is done. Okay. So they downloaded, and I also already ordered them. So now I'm quite curious to see how this is going to look. So I'm just going to basically drag those on here. So first of all, we have also DRT, which is one that I completely forgot. So let me just for that one, I wanted to use the dry grass. I'm just dragging it on my other screen. I'm sure that you by now know what I'm doing. Yeah, I know that shadow problem is a little bit annoying, but that's something I want to fix when we actually work on our lighting. So here we have our d two. And now, what I'm going to do is I'm going to go down and we have our grass one and grass two. And I'm quite curious. Does that one only use, that's interesting. So use only one grass. Yeah, I'm quite curious to see how this is going to look. We have our mossy grass over here and our patchy grass. Let's start with the mossy grass. Drag that one in here. And then I also want to just drag in my patchy grass to the next one, and let's just quickly also add our norm maps and our roughness maps. And then we can just have a good look and see if this is what we want or not. Yeah, that is actually quite nice. Of course, it's a little bit everything is just a little bit yellowish, which is what we need to work on. But I feel like in general, this is looking quite realistic except for the rock. But just for the sake of, of course, making sure that it looks the best we can. I'm also going to art wild grass over here. So I'm just looking on my other screen. Okay, so that's this one, so No, you know what? I think I like the patchy grass more. So let me just do this so that we have our Mossy grass over here. Okay, cool. So we have mossy grass, patchy grass, rock. Oh, that's interesting. So they actually add moss on top of the rocks. I guess for the moss, we can just go for maybe like a wild grass or something like that for now. And let's go in here, quicks bridge, and then we just want to get something that's rocks, and mega scent is really good with rocks often. So let's go ahead and find rock. And let's scroll down and just have a look in here. Mossy rock. Yeah, that feels actually. Yeah, you know what? That might actually just work. So let's just do this one. And let's see. So we have that one, and then we also have sand. So let me just wait until this is done downloading. Okay, download it and added. And now we also want to have something with sand. And we don't want to go for, like, beach sand. We just want to go for just like, Well, here we have sand, but that's more like desert. So let's go for soil. Over here. And then if we then go for, like, Sandy, maybe we can find something dry, trampled. Oh, that can actually work. Yeah, let's do that one. Like, it's a little bit dark. It has a little bit of foot movement and everything in there. I can see a tiny bit of, like, tire tracks or, like, bicycle tracks, but it's not too bad. So I feel like that we can get away with something like this. So this is the last one. It's going to look pretty cool. And then we will end this chapter once we've added these pieces. And then in the next chapter, we are just going to probably start by placing our parts, doing like a foliage pass. Yeah, here, this is also quite interesting. It's not perfect. I do want to work on it. So then we will do a No, wait, we are going to work on our docking over here. But I might just want to quickly do like a lighting pass before we do that stuff because right now it I don't like looking at something that looks really mare and right now it is looking a bit. Okay, so here we have our rock which is looking, it's looking fine to me. We can balance it out a little bit later. And then we will have our dry grassy ground, dry trembles. Here we go. This is our sand. There we go. And then we will have our sand over here, for which we cannot really see it, but if we would go and close this down, save our scene, Can, you can do it. And then, for example, go to landscape, and then if we go to paint, for now, I will just use a classic paint, but we are going to use like pas later on. So if I go for just like the sand material, like a smaller brush size over here and like a lower brush ff, you can see that when I paint it, we just get some send, and for some reason, it's really light here, but I will fix that. But, yeah, that's interesting. I don't know why it is so light, but that's something that we can also work on. Okay. Awesome. So that stuff is working. That's totally fine. Having that done in the next chapter, let's go ahead and let's first of all, do a quick lighting pass. And after we've done that, we can get started and just placing all of our docks and our rocks and everything, which is again, quite an intensive task. But I feel like from a distance, except for that the lighting is really ****. It is looking quite nice. So we got, these nice mountains, and everything kind of feels like it flows over, see? Like, yes, these ones are a little bit lighter, but it's not that bad. And I quite like that. Okay. Awesome. So let's go ahead and continue with this in our next chapter. 10. 09 Doing Our First Lighting Pass: Okay, so we are now going to started by working on our lighting because what we have is quite interesting here. If I see this mountain the rocks and everything, it looks nice, but the lighting over here, it just kind of ruins everything and it just doesn't look very nice. So there's a few things I'm going to do because this is going to be our first lighting path, and I'm going to change things up a little bit. I'm going to get rid of my directional light. I'm going to get rid of my sky atmosphere, my skylight, my sky sphere, and also my volumetric cloud so that now we just have a clean slate. We have no lighting in here whatsoever. Now there's another thing that I want to do. In your skylight, you can try real time lighting, but personally, I don't really like that. So what I'm instead going to do is I'm going to go to polyhaven.com, and here you can get free CR maps. So with this, I can get a little bit more real life lighting that's not dependent on whatever I'm doing inside of unreal engine. Now, I want to go for a actually, I really like the type of lighting that we have over here, only I want to make it a little bit more sunny, this one is really blue and green. So I do want to have an overcast that just shows some sun almost like it is morning or something like that, and the sun is rising. So I think something like that would be nice. Now, what we can do is we can go, for example, over here to outdoor, and then we have sunset sunrise, but we also have pay cloudy. So let's just look sunset sunrise and we want to have something that has a little bit of clouds in there and, of course, also a little bit of greenery would be nice. I want to try and avoid actual buildings and everything. Those will sometimes look a little bit strange. We do that, so, yeah, we want to try and go for, like, some landscapes or maybe just like some sand that you can see over here. Let's middle click on this one so that I open it up. Mill click on this one. Ge there another one. I'm just downloading a few so that I can actually try it out all out. This one might actually be interesting because it has, like, some water and everything in it. And now let's say that we also go for example to like Pahl Cloudy. We can also go in here and then we can maybe find although sometimes they are overlapping, so you will see the same ones like over here. So Pali cloudy, do we have, like overcast or something like that? Oh, you would think there would be an overcast. Oh, yeah, here, here we go. Overcast. Okay, let's have a look. So let's also do this one over here, and let's lastly do this one. Yeah, so five is fine. So the nice thing is that they are completely free, and you can just download them. You don't even need an account, so you can just go ahead and you can press Download, and we are just going to go for like four K, and then we'll download our HR and just drag them into whatever folder you want. Just like an outside folder, I just called the folder HRI and I just drag it in here. And I can just go ahead and do this. So download this one, this one, this one, and this one. And then we can give the try to see which one will work best. Okay, perfect. So we have that one done. Oh, one last thing is that I actually want to use a custom sky. I never really like the skies that come with unreal, which are just like these volumetric clouds. They look really basic. So I already had this pack for very long. It's called the map painting Skybox pack. I will, of course, go ahead in our source files or whatever. I will add this pack also. So in this pack, it just has some really nice looking skies that are like the strong overcast mountains, and it looks a little bit dramatic, and I feel like for the type of fantasy that we are going to do, dramatic would probably look quite cool here, see? So again, get some really interesting skies. So I also added this to our project. And now if I go into my tutorial, I can right click New folder, HRI and then simply drag in all of your dot HR maps in here, and then it will import just like that. So let's go ahead and get started with skylight first. So over here, skylight, and then we will use this HCR map. So as you can see right here, skylight it does something, but the wheel magic happens when we do the HR. This is why I'm using it. Real time capture. It is nice in some situations. However, for a quick environment, I often go for HCR maps because one thing is but the real time capture, you need specific requirements like you need a sky atmosphere, you need volumetric clouds, all that kind of stuff. And then it still depends on all of your lighting. So that's why I like this because it's a plug and play option. Pretty much, let me just quickly do a save. Now, what I'm going to do is, oh, there we go. I'm going to move my skylight roughly over here. That's no pm. And then we just want to go ahead and go for source type, SLS specified cube map. And now if we bike one in, there you go. This is what you will see. Now, of course, this one is not very nice, so we kind of need to just go into our camerangle and just play around with our looks and see if there is one that we like that looks nice. Harbor. They do all feel very green. This one looks okay? Of course, we are also going to, like, tone down the strength of it quite a bit. So that's another thing. Just to keep in mind. So probably Kloppenheim 04 or Start Hill. And basically, what you can then do is you can go to your source cube map angle and you can rotate it around. As you can see over here. Now, another thing that I'm a little bit worried about is that my water does not look very good in this mode. But that is something that we can fix a little bit later. I'm also going to set the mobility to move ball over here, and we can even turn on rate raising later on if we really want to have our water and then just only use reflections for the rate racing and lumen for the rest. But yeah, so source angle. Source angle doesn't do much in this case. I'm going to set my intensity a little bit down at this point. So first of all, let's set the cube map resolution to, like, 1024 to make it nice and high resolution. And intensity, maybe like 0.5 or something like that. This is just a base. Please remember that we are going to now probably even lower like 0.2. We are going to add all of our sun and everything after this. Maybe like 0.1 even. So that's twice 0.1, and then just do another bit of rotation with my cube map. Yeah, it looks like that at this point, it doesn't matter too much. You can now also just quickly try different ones just to see how they behave with like a lower Oh, actually, yeah, that's quite interesting with a lower intensity. So Stuttn art or Kloppenheim 01. I think I might actually go for Cloppenheim 01. It might seem strange right now because it doesn't look as amazing, but once we have the rest of our lighting, it might actually look quite nice. So we got that one also done. Now what I want to do is let's first of all, fix the skybox because just having a black skybox like this does not look very nice. For this, as I said before, I downloaded a few skyboxes which I can find over here. And first of all, in the Skybox pack, I have the skybox mesh, which I'm going to drag in. I'm going to set it to probably 000. Yeah, that's fine. And then I just set the scale. You can press this log button to change the scale of every axis at the same time and you set it to like 8,000 or something like that. So that it is very large. And then what we are going to do is, first of all, let's art the material because I cannot see it yet. Let's go into materials, Skybox in here, if we drag one Okay, yeah, there we go. Also, we have some post effect problems. That's why it is causing all of this darkness and everything. But basically, so we now have a skybox over here, and we can also just change the skybox to see which one we like. In this case, it doesn't do much yet because of our post effects and also because our skybox is not super visible, but it is good to have. So Skybox 03 actually looks quite nice, maybe. 03 or 01. Also, what you can do is you can literally just grab your skybox mesh and just rotate it to Vox andmple get some more interesting placement and everything. So now that that one is done, that's looking okay. Yeah. You can go into your skybox material, and we can in here, like the base multiply here. If I set this to two or a little bit lower. And then the base power here, see, I can increase the contrast and everything a little bit. So I set the base power to one and the base multiplied to 1.5 for now just to make it a little bit stronger. And yeah, I can also see like a few problems over here. To seem to be like lighting problems, I guess. Or is it because my skybox is not big enough? Let's set this to like 10,000 just in case. Now, my skybox is big enough. I think it is just like a light is not hitting those areas, which is something that I do need to work on. Probably with my sphere reflection capture over here. Let's set that one a little bit bigger. 50,000 or something like that. I lost where I am. Okay, we need to go even 99999. And that's interesting. Anyway, that's something that I will fix a little bit later. So it's probably just like a random shadow prom. But the reason I don't want to fix it now is because I don't even have any lights renting in here yet. So we got this one. Now, the next thing that I want to add, by the way, we can start by just adding the skylight and light box or the skybox into our lighting folder. The next one that I want to add is probably a post effects because I want to just balance out our automatic Mw, brain freeze. I kind of forgot what it was called automatic exposure. That's it. So we can add a post process volume over here. And this one we'll do all the post effect. Posteffx as it says in the name, there are effects that are being added on top of the camera after everything else, after all of the lighting and everything has been rendered. Now, the first thing that you want to do is you want to scroll all the way down and turn on infinite extent. This means that the post effect is always active no matter where you are. Then you want to scroll all the way up. Just go into exposure and turn on exposure, compensation, and the min brightness and max brightness. And I like to often set this one to 0.5 by 0.5, and then use my exposure compensation to set this, for example, to three to kind of balance it out, or maybe like 3.5, something like this. Now, when you see when I look at the sky and look back, there's no more darkening going on that we had before. Okay, so now it would probably be good if we actually get in some lighting shadows and everything. First of all, we want to go to our skylight. And if we just go down here, I'm going to scroll all the way down. And in my distant field emblet clusion, let's set this to multiply, and I'm just going to set the max distance up a little bit. Lumen the distant field embletolusion, does not always show up, but basically what it does is it will add some better shadows from a distance, but we are also going to use our normal light for this. I'd just like to quickly go through this setting over here to make sure that everything is correct. So we got that one done. Now, let's grab our ight, so light directional light. And here you can see that that will actually make a very large difference. So our directional light. Let's first of all, set this to movable. Next, what I'm going to do is I'm going to set my intensity. It's going to be like a little bit of an overcast. So maybe only set it to like two we probably even need to go a lot lower. Now, our water is looking really bad. I have a feeling the reason our water is bad is because it must have something assigned in here that shows which light it is using. But it's something that I will quickly check off camera. I have a feeling that that is the case. I don't feel like it is just because we now use an HRI map. But anyway, what we're going to do is we have our directional light over here, scroll up. It's going to a light color, and I'm just going to set the color to be like a little bit. Actually, you know what you can also do is you can also use temperature over here. And temperatures are a little bit more acurd where you can see that if I tone this down, it works at the temperature. Although it's surprising how strong it reacts on my terrain and how little it reacts on the actual buildings, that might just be the materials of the buildings. So I'm going to go for a temperature that's a little bit warmer. So maybe like 4,500, something like that. Next, what I want to do is I want to go up here to my trans from Gizmo so that I can do a bit more of a specific rotation and I just keep switching between these depending on the axis. And I'm just trying to get an interesting look. Also, one thing that you can do is you can temporarily set this Wi high to 15 and then set the indirect lighting intensity on the way, you can just leave that one. And then you can just have a better look at how the shadows look. And for example, over here, the reason I'm rotating it here is because now the shadows get card up a little bit more like these areas, and that might look a little bit interesting. And then if I set this back to like 22, yeah, let's do two over here. Also, you have your source angle and your soft angle. This will soften out your shadows. However, from a large distance like we have over here, it often does not do too much because they are very, very large shadows. But what I can do is I can start with, for example, a lighting like this. And it's just our first lighting paths. Like we are probably going to change a lot of it. But I think I quite like this. I have a little bit of sun sitting over here. The sun gets caught up with these buildings, and then we can see a little bit of like a glare coming from these roof bits over here. And we just have a nice little sun shining on our military base. So that's looking quite nice. Now, next to this, I'm going to go ahead and probably go down here. We do have our light shafts. Yeah, we can use light shafts. For now we are just going to turn them on, but we're not going to do anything because we need volumetric fork for those to work. Now our cascaded shadow maps over here. I always like to go ahead and if I want to go for high quality, I like to push the dynamic shadows to eight, and you just need to type it in, and I don't know if you can see the difference a lot. Basically, for like the very far distant shadows, it gives you slightly better quality, but it looks like right now, I can't really see too much of it. Distant field shadows gonna push that one all the way up, and we should also have far shadows, or are they not in here? Let's see, distant field shadows, cascade shadows. Normally, there's also far shadow. Maybe they changed it. I just want to quickly go to my project settings. Go down here to rendering, and I just want to quickly check all of my settings. So if you scroll down, the reflections is lumen so we can later on just try rate racing, even though it is deprecated, but we'll see. And yeah, so if you want you can set this a little bit higher already, like that. And then you can see that it did make a small change, one, 28. Yeah. Well, I saw the change happening. But anyway, this is not what I'm all about. I think because of our virtual shadow maps, we do not have far shadow. That's probably the reason for that. But yeah, Tress looking fine. Sulfur rate raised, forward render. Okay? You can swi and just for fun, have a look and see if I set my reflections to rate raised. Oh, to be honest, Lumen looks better. Although on no weight, actually, I need to turn on the rate racing. So right now, I set it to rate race, but I have not actually turned on the rate racing. I'm going to leave that one for the second lighting pass. I feel like right now, I do not probably want to do that. So I think the next thing that we want to add is probably our expansire height fog, which will actually change a lot on our environment. So directional light, you can go into lighting. Oh, I thought I had this sphere flexion capture in here. So let's go down here visual effects and expand your height for. And then what you can see, is Oh, normally, it already makes a big difference very quickly. I guess, in this case, our train is a lot higher, so we need to go ahead and we need to play around with this. So, I just Ooh, that is interesting. I hope that that is so it is work. No way. That's not it. This is the sun rays. See? But it is not working the way I want it to. Let me just quickly turn off our light shafts. Let's go into our experience Shell height fog because this is quite interesting. So we have our volumetric fog over here. So, okay, so that one does work, which will just give us, like an overall fogginess over here. But then we also want to have a lot like really strong distance fog. And that is what I'm a little bit curious about. Fork in scattering color. They change stuff around a little bit, so that might be Oh, yeah, here, see. So if I said it to white, so I think they just changed the color by default to black for some reason. This is the first time using it in a newly released version. In the pre alpha version, it's not like this. So let's see. Okay, so now we have some for far lo off over here, so that will show the distance. And then I have my volumetric fork over here that I turn on. Yeah. Okay, now it starts to behave a little bit more than what I'm used to. I'm going to make this like the tiniest bit orange, and I'm going to tone down the base for a little bit over here. And then if I go into my volumetric for going to set the view distance up. And let's see, scattering distribution. This one does not seem to do a lot, but that's probably because we tone it down at the top. You can also increase your four by going down into example directional light. And here you have your volumetric scattering intensity. And if you set this, for example, to like ten, normally, it makes a change. This time, it's not doing anything that I want to do, which is a bit strange. But just have a look, so maybe they have overwritten it because there was a new setting here, where are you? This one. No. That's curious. Then it must be because of our density over here. Yeah, that must be it. So the fork density it seems like because our environment is so large, we need to have it so low that in order for us to get here C now our volumetric fork is working a little bit. I'm just trying to find a good balance. It's always a bit tricky to find this balance, but if we set our density a little bit higher and then maybe set our color a little bit down, maybe we can then find now if we also go into our volumetric form and just give it the tiniest bit of orange color over here, just tone this down again. There we go. So we got that one also done. See, we got the background, and then we will, of course, make it look very misty. So seeing this, let's see. What else am I going to do? Because right now everything just feels a little bit too light. That's another thing that I want to work on. So now that we have our exponential Hedwog, we might also need to go into our skylight and kind of like balance things out over here. So if we set this one even lower. So if we would set this to zero. Okay, so then it has that effect. So let's do 0.05. Three, HR maps are often a lot more sensitive. So let's do 0.04, and now it's mostly just going to be a little bit of balancing here and there to get it to work nicely. So let's get started by going into directional light, and we have a volumetric scattering intensity. And that one, now it is working. So 20. Let's do ten. Yeah, I think around ten looks nice. So here, this is starting to look quite nice where we have the glare and everything going up here. When I look around, I just want to make sure that there's no real problems. So of course, with such a flat environment, it still does not look as amazing, but up close, it is starting to kind of have those elements that we are looking for. Now, mostly for the distance, that's another thing that I want to work on. Exponential height fog should also have a fall off, but it should also have a start distance that we should be able to work with. So let's see. So the height fall off, I'm going to set a little bit higher. And then if I set my density a little bit closer, but then use my start distance maybe too. Or cut off distance. No, that's not the one. Sets back to zero. Normally, your start distance does. Work with this. So I don't know why this time maybe it needs to go 15,000. Oh, yeah, there we go. So it just needs to go way higher than the normal value. 50,000. Oh, but that's tricky. So yes, technically, it works, but it is also removing our volumetric for, which is not what I want. So that's a little bit unfortunate. In that case, I'm just going to tone this back down, and I'm just going to set this to like 0.00. Two, maybe three. No, it's really sensitive. T one. Okay, I think we will have to go with two. And next to this, I'm going to set probably like this for a little bit stronger and then go back into my volumetric fork and let's tone this one down just a little bit so that our houses at the front are not as foggy. But yeah, something like this looks pretty decent. I just want to get a glare, like a mist in the background, something like that for background mountains and stuff. Now, you can also try and go into your skylight, and over here you have your volumetric scattering. And if you set that one to zero or ten, normally Delca does something. Not this. It might seem strange that every time I change the value, it says, Oh, it doesn't work, it does work. It all depends on your settings. There are so many settings linked together. That don't worry if something doesn't work. Sometimes you just don't meet the requirements for that setting to properly show up. Same over here, like the indict lighting intensity, often with lumen, what it would do is it would boost out a lot more lighting. So I can set this like 100, but nothing happens now. But that might be just because we are looking from distance. I can, for example, and this could still not work, but we can SY go over here. And if I set this one, for example, to 100, Okay, the skylights too intense. Let's try direction light. I just want to see if I can show you. Here you'll see 100. In this on our normal light, you can see that now it meets the requirements, and it basically just increases the light bouncing that is going around. So if we go up here, you can see that that does not look very nice, but here, this one, and if, for example, the ten, here you'll see, we can get the light bouncing around a little bit more, which for a strong sun would be quite nice. So let's say we set it to around five. And just like that, you can just keep playing around with things. Now, without the foliage, yes, we are missing a lot of stuff out here. This is looking quite nice, what I have right now, I think. Let's go into my post effects quickly. Exposure is fine. You can also if you want to play around with your bloom, and that's what just do the blow up or you can set it to completely zero. So right now, we have 0.6 with like a threshold. I'm probably going to set it to 0.3, just to tone it down a little bit more. And then exposure is fine, chromatic aberration. If you want you can set it like super low, what this will do is, as you can see over here, if I set this higher, it will give that effect that you often have around your if you ever shot with the DSLR camera on the outside, it will have this slight warming effect. So if we set it to like 0.05, which is a very low intensity, it will add the tiniest bit of realism to it, so to speak. Image effects. We have vignetting. We can set that one a little bit stronger, maybe 0.7, that will just create dark outlines around our camera. Again, it has to do with our lens. Now, our color grading is something that we are going to actually do inside of Photoshop. But what we can already do is we can already go to shadows, turn on Gamma and move your color slider the tiniest bit towards blue. This will give our shadows a slightly bluish tone. Almost as if it gets from Sky here. See if I said it really strong, you can see what it does. So it will give our shadows like a slight bluish tone, which often translates more like almost like a slight cinematic tone. So that's looking fine. You can also play with your Gamma if you want to make your shadows darker or a little bit lighter, but I think I'm fine with this. It's doing global. Maybe in our global Gamma, I'm just going to Nah, you know what? I'm not going to do that. I wanted to maybe, like, tone things down a little bit, but I think it's better to do that using our lighting. For example, our directional light, setting the intensity to 11.5 Let's do 1.7. And then we can also go into, like, a skylight and set this one even lower if we want to. But then it becomes almost dark, so it's not really too useful to set it even lower. Let's do 0.03, for example. And of course, you can go into your post effects exposure, and in here, you can also set your exposure compensation to maybe, make your environment a lot darker. But let's start with this for now and then rely on our color grading to later on push everything down, but we are not going to work on that now. That will be for the second lighting pass. Global mation lumen is fine. Let's push all of the details. Let's set us to four, there are a lot of new settings. So lumen quality, I want to set two. So let's set the lumen quality to two and let's set the lumen detail to A two over here. View distance that should be maybe this is causing the problems here. If I said all the way up, yeah, that might be causing those problems that we have. Well, thanks to the fog, you cannot really see them, but I feel like that fixed the problems a little bit. So we have that one final gather quality. You can also set to two if you want, but I'm just going to leave the one for now because there's almost no difference. Reflections. My lumen reflections, I need to set the quality higher, and I feel like that I will have a look off camera because our water right now, it has just completely broken. It does not have any throw or anything anymore. So that has to do with reflections. That is something I'm pretty sure of. What I will do is I will off camera see if there is like a setting that accidentally got messed up when we remove the lighting, or if for some reason, I just need to use rate rays reflections or something like that. But that second option would be really strange because it worked before. It might just have to do with our GR map. Now, for the rest, you can even send to screen space and just for fun. For the rest, I think that is fine. Embclusion wouldn't really do much because we now have lumen, see? So it doesn't really do much, just like a base. So I think we are pretty much good for our post effects over here. You can ask for film grain if you want. That has been improved, and that's looking quite nice. But let's do that later on for, like, a final screenshots. Okay, awesome. Now, we are way over time at this point, but at least we now have a basic lighting setup so that we can properly work on our train and everything and on our environment. So in the next chapter, what I will do is I will have had a look at the water and see if I can improve it. I better hope so. And after that, what we will do is we will start with probably working on just doing some basic train painting over here with, like, our colors, just because, for example, now we have grass all of a sudden, just sitting here. And we just want to, like, create some pathways and stuff like that. And then we can start working more on these areas over here with the piers and like the rocks and all that kind of stuff. As you can see, from a distance, if, for example, go over here and in places where you cannot really see all of the errors, it is starting to look quite nice in terms of, like, a lighting and everything. Also, this one is something that I will just off camera quickly, also fix the rain painting for. So let's go ahead and continue with this in our next chapter. 11. 10 Painting Our Terrain Textures Part1: Okay, what we're going to do in this chapter is I'm going to fix a few things on the water and then and the lighting, then what we're going to do is we are going to work a little bit more like the terrain painting and everything. Now, one thing I want to do. I already of course, had a quick look offline on this on how to best improve the water, one thing I like to do is in your water materials, your water material lake, if you go down to your water body, you can find it in here. You just want to go ahead and I end up setting the absorption of three and the scattering of 0.1. That will give me a little bit more citrus, you can see over here. Now the reason everything looks so green is mostly because there's green grass under it. I also did something very important off camera, and that is that I turned on rate racing. The reason I did that off camera is because it can take half an hour before you actually finish generating all of your shaders. So what you want to do if you want to turn it on, and it will be only for reflection. So we will only be using rate racing for the reflections. You can go to rendering. And then if you go ahead and scroll down, over here, you can just turn on support hardware, rate racing, as you can see here. And I also turned on rate race skylight. So when you turn these two on, it will ask you to restart the engine just keep in mind, it will take you like half an hour or something to redo all of the shaders. But once you've done that, if we have a look, if you go to your post effects over here, scroll all the way down to reflections and set your reflections mode from lumen to standalone atrist you can see that we get a much nicer water. And then, of course, we do want to play around a little bit more like the values. But the very last thing that I want to do is that surprisingly the sky atmosphere, if you go down here, visual effects and grab a sky atmosphere. Even though we have a HCR map, for some reason, it has a massive impact on the quality. I'm actually not used to this, so that's quite surprising that it was doing this. But if I click on it, see, you can see that the fog and the shadows and everything and also the water effects, they all become quite a bit better, so I can turn it off on off on. I probably in the latest versions of unreal, or I might have never noticed, but that's interesting because I've created dozens of environments. But maybe in the latest version of in real, it has a little bit more involvement than I'm used to. But this is quite nice here. You can see that that actually makes a really big difference. The only thing is that now everything is a little bit too yellow, but that's something that we can also fix. So between this, we can also go in here and you can see that for your absorption in your water material, if I set this to for example to one, you can see that it becomes a little bit bluer and if I set it to ten, it becomes more citru. But if I set my scattering to, for example, 0.5, you can see that it becomes duller. So if I do, for example, 0.05 to make it more citru and then try to play around with my absortion then set this to for example to five or even three. Now what you get is you get that the water becomes a little bit more blue. And the goal is now when we paint our train and scent over here that it hopefully changes. One last thing we want to do before we do that, and that is that we go into our directional light, and we are going to make our temperature a little bit lower to compensate for this new orange effect that we get from our sky atmosphere. So here, if I go, for example, temperature and just move it up here or see, you can see that you can get some more natural color, and give it a second to, like, updates when you move your slider because it always needs like a little second. But yeah, you can see that definitely it's making quite a change. So let's say 50550700, maybe? Let's try 5,700 for now, and then I think that we have something quite solid. Also, really nice with rate raise reflections is this. Here, where you can see that literally, it just re traces all of the boats and everything, and that stuff is really nice. But anyway, that's looking pretty good. I think we got a good first lighting pass, and then we can just go ahead and continue on when we have our actual full environment to create another lighting pass because with such a bare bones environment, it's always difficult to really get the lighting you want. So, what am I going to do now? We are going to do a little bit of terrain painting. However, for this, we need a grunge map. The reason we need a grunge map is because we are going to, um If we just use, the soft brush, it just does not look very nice. Also, I need to see why this is happening, but that's something I can work on later on. It's probably just like the two dirts being slightly different in colors or I don't know. It's probably something in that direction. So tutorial. Let's make fool car textures in this fold card grunches over here. So now, something that we need is we need some grunge maps so that we can paint in a little bit more interesting shapes in here. For this, I'm going to do a tiny bit of substance designer work, but I will include in the source files a simple like these crunch maps that we are creating. This is going to be super basic. All we need is we need to go to noises if you are following along with this, and you want to find an interesting crunch map. Let's say crunch map 001, for example, over here and let it load in. Then what you want to do is you want to set your brush pattern down. This will give us a bit more of an organic ending, and then we want to set a balance down so that we get this effect so that we do not have too much white in here. And yeah, you can just play around with your brush pattern and everything. Once you've done that, all you need to do is you need to press space bar and type in output. And then over here, you can set the name, grunge underscore 01, and just copy the name also into the label, and that's it. So now I can, for example, duplicate my output. Let's say three times, call this one grunge 02 or sorry, grunge two. What 02. There we go. It for some reason, it decided to change it. And then we can do this one grunge 03. Here we go. And then, for example, let's say we grab grunge map, 013, brush pattern it, play around with our balance a little bit. There we go and drag that one into the second slot. Let's say that we also maybe do something very generic, let's do maybe like a Clouds two. And our Cloud two does not have the same settings as these crunch maps, but you can still get the same effect. Basically, all you want to do is you want to press space and maybe add a levels or you can use a hist Crum scan, which is another node to push it down. And then if you blend this together, along with, for example, here, let's grab crunch map 01 again. Contra C Contra V. If you blend this together and then set your balance all the way up and your brush pattern down a bit, you can actually just blend this and set this one to be subtract. Sorry. Art subtract. No, multiply. Multiply. That's the one. So you can set this to multiply. And now you can see that still give us this effect. Now, personally, I don't really like this. Like, I want to add a bit more stuff to this. For example, I can go into my levels and, like, push some of these things out and in a little bit. I can go into my grind map and press space and art like a blur, high quality gray scald just to blur out the edges a little bit, as you can see here. But that's a little bit too over the top, and it's not what disutoral is about. So it's more just for me to get it to look a little bit nicer. And let's just plug this one into this note ground 030201. Now, what I'm going to do is I have a folder into my source files. I will first of all, just save this note over here. And then to export it, all I need to do is click on the Train grunge, right click Export outputs as Bitmap, and it will export it in whatever folder you have saved it. I like to turn on this setting, which means that whenever we make a change, it will again export, and then we can just export. And now inside of in real, we can simply drag this tree in. Here we go. Okay. So now if we would go to our landscape mode, go to paint, and what you can see now is that if we set our brush type, for example, to an Alpha brush, we can drag in one of our crunch maps, and now you can see that now this crunch map is being used here. So you can imagine that if I said, for example, my brushes a bit bigger, my tool strength to like I don't know, 0.2. Ootate means that whenever we drag, it will automatically rotate, as you can see. That's quite nice to out variation. And then 1 second. Let me just move this down here. Let's say that we grab dirt one, Dirt two looks really shiny and drag it. And now you can see that over here, that feels a lot more organic. It feels a lot nicer. I do feel like, for some reason, there is this. I feel like that maybe they use like some kind of like a grunge map in here to art variation, but we can kind of see. So if we go up a little bit further away, let's say here where we cannot really see anything, I just want to have a look. So it takes a second whenever you paint in a new texture. So let's see. We have our rock, and it looks like our rock. Yeah, we do need to definitely go for a tool strength, maybe, let's say, 0.7, a little bit bigger. 1 second. It's preparing shaders. That's why it's so slow again. So let's see. So we have our rock over here. Okay. Then what we can do is we have our dirt sitting next to it. Once again, it takes a second to update. And now what we can do is later on we can just first of all, balance out our settings a little bit. For example, this dirt over here looks really shiny, although it might just be an error in our material in our Tom nail. Next, we have the next one. Once again, it's really slow butoka. No way, there's definitely like a problem going on over here. I will say the landscape tools feel slower InheelgenFive release. Like, I love nel engine five, but it feels like some things have changed and not so much for the better. But anyway, so we have grass one, which I want to drag down here, which does not really do much. Then we have grass two, for which I can just also go ahead and drag it down here. I think it's mostly like they're preparing shaders. Yeah, that's probably it. So that's interesting to see how that interacts. So I will probably just go ahead and pass the video until all of my shaders are prepared because this is taking too long. Okay. So here we go. This is what we have right now in terms of our landscape materials. Now, what I can do is I can go ahead and go outside of landscape mode. I can go ahead and go into my material and do a little bit of balancing before we start with our painting. So it's mostly just checking out the settings and seeing how everything works. I'm going to get started with the rock because that's the first one I painted. Sand, snow, where are you? It's rock all the way up. No, dirt, dirt too, grass. Especially, like the grass. Like, there seems to be no difference between the two grasses, which is a little bit of a shame. Okay, here, rock. So we have moss. I'm quite interested to see if I enable that what that looks like, but it Oh. Okay, that's not really. Never mind. That's not something I want. Then we have our rock colour tint, and in this one, I can go ahead and I can tone down my rock color. And it's still preparing my shaders. That's why it's taking a second. She can see. Well, you probably can see. It's all the way down here. Come on. Update. Okay, it's updated. So as I said before, I was going in here and you do need to press Okay before you can see the changes. So I'm just toning down the rock tint a little bit. That's a bit too much. Still want to be able to make it visible over here. Now, next to this, let's see. We have a rock that's a moss tiling normal strength of a rock. See if we set to two, I think one is actually fine. It's a distance environment. I don't really need much. Roughness of a rock, one, zero, it's subtle, but I can see it. I think I will set to 0.2, but it's quite difficult to see. The tiling of our rock is right now 0.25, and the tiling of our rock far is 0.15. Let's see if I do 0.3, and then it should go, here see. So from a distance, it will change the tiling amount that is fine. It's mostly also those areas over there. Okay, so I don't, there is not too much interesting stuff on it for the rest. The next one is going to be dirt. So we have dirt one and we have dirt two. However, in our painting, we only have one dirt, it seems. Now, wait, we do have two. Okay. Sorry, fair enough. So dirt one must be this one, in that case. I feel like here, there is this shine through, which I'm not really happy about. In terms of the colors, I feel like we can go into, like, a color tint and maybe tone it down. And whenever you want to, like, offset your colors a bit, you can just if, for example, the dirt is brown, you can, for example, set your color a little bit towards blue, and then it will offset a little bit. But be careful with this because else it looks not as nice. Here's a tone down. And I definitely want to fix, whatever is going on over here. So let's have a look. First of all, we can see if those spotches are actually in our dirt, but I don't think so because I can see it by changing our dirt tiling. So if I would set this, for example, to five, no, one. Oh, wow. I saw something happening, but I think that you cannot even see it, to be honest. Dirt tiling far. Yeah, there is something going on here. There is definitely something going on. I feel like maybe it has to do with these pieces. I'm not completely sure No. Oh, okay, here we go. So here something is happening. Tile, it's probably like some kind of overlay to add variation to our dirt. That's what I think it is. Here, see if I set this zero. It does almost nothing. Power. If I set the power, let's do one. No, that's way too strong. As I said before, I'm learning this shader in real time. So zero, zero and zero. Does this now become the normal dirt? I just want to see how it 0.50 Okay, so it does become normal dirt now. So if I do 0.5, I can actually see the dirt happening. 0.3, let's do 0.7. And now what I want to do is I want to have a quick look and see if this dirt, this might just be because of our train painting. So if I just quickly go into my landscape, because I can remember I painted this with like a lower tool strength. Let's set that tool strength temporarily to like Oops. That's probably the wrong one. That's sand. Let's select dirt. Yeah, so now we actually have the dirt that we want. I appreciate having the variation in here in our shader, but maybe I can give a little bit of variation. I don't want to give it too much. Okay, so it seems like the first one does not actually do much in variation. Maybe it's like the second one. Yeah, this is an interesting effect. Ah, here we go. Okay, so it adds some lightness. That is actually quite nice. Let's do 0.8. And let's set this quite low to 0.4, to give it some general lightness. Yeah, I think that's quite nice. So now what I'm going to do is for the dirt 01 tint, I'm going to copy the SRGB value. I'm going to go in here, paste the same SRGB value. And now I just want to go in and 0.5, 1.50, 0.05. I'm just going to basically replicate the exact same settings that we have over here. You could copy them, but you can only copy one setting at the time. So what I can do is zero point. Actually, you know what? One might actually be nice for the normal strength. 1.5. Okay, so that is where is my metallic? 10 nodes not my metallic. I think it's my specular dirt. Yeah, here 0.05 for some reason, this one is set to here, there we go. So you see now it blends a lot better. That's more what I was looking for. Roughness, I'm going to set back to one. And actually, over here, I'm going to also set my roughness to one because I want to rely mostly on my general texture, 0.70 0.3, 0.7, 0.3. The distance blending power is fine. And then I want to set this power to zero. And then I want to set this one, the L two, 0.8, 0.02, 0.8. 0.0, I'm going to make this one a little bit lower. 0.4 or maybe 0.2. Okay. So that's dirt number two. That is looking fine. Now we have our two grasses. For some reason, even though I painted in the grass, it seems like it does not actually do anything. It could be because of our outer material, but let's just have a look. So if we go in here, we now have our tool strength to one. I can go grass one. And then this one is grass too over here. Let's go back. So now we are sure that there is different grass in here, and I think it just has to do with again, those power tools. So if we go down here, we can turn on these bits. For the grass, I'm probably just going to set this all to zero, zero, zero, zero. Okay, so this is our actual grass. And what I want to do is now maybe, like, add a little bit of power because it does break up the tiling a little bit. So let's do 0.6. And then if we go, let's see, our normal strength can just be one, our grass tiling can be one up close. That's a tricky thing. So photo grumsy grass often shows a little bit of tiling, but we can actually blend two grasses together to get a difference in that. So 0.1 and then 0.5 maybe for far distance. So yeah, I feel like that that should look fine. Here, you can see the tiing a little bit, so that's something that we can just splotch on randomly to add more variation. Next, we have actually, maybe make it a bit lighter? Can we do that? Or, is the grassin the grassins already completely bright. Then we can make it a bit lighter just in our base color by going into our grass diffuse and setting the brightness to, for example, 1.3 and give that a second to update. See, a little bit brighter. Okay, so grass 01 check. Grass 02. We also want to go ahead and just set this one also to one, 0.5, roughness of one. Yeah, I wonder, actually, what a roughness of zero is 0.7, also for this one. So yeah, we can just add some extra changes to this and stuff like that. Now we have a power, this power is also going away. Still looks exactly the same. Patchy wild grass, and this one is mossy grass. It is different, so it's interesting that it looks pretty much exactly the same. But what we can do with this one is we can again, set up power, but let's set up tiling even lower. Set the power to around 0.5. So just play around with it a little bit. Now, as I said before, so I'm a little bit disappointed that it feels like here, like the grass is not it feels like yeah, it's pretty much using the same grass, which is interesting. I guess it only uses grass two as like a far. It does not use grass two as like a close up, which is a little bit unfortunate, but I guess it's not that bad. It does mean that from a far distance, which actually, yeah, this is actually fine. But for far distance, I do want to go in and go to this one. And what did we do 1.2? In terms of, like, we need to balance it out, so it does need to blend in together and not be too dark. There we go. Let's do 1.4. So that's also fine. And now we have our dirt or our sand for which that's the rock. Ah, here we go. Sand in which we can also once again. I'm sorry that this is taking a little bit longer than expected, but that's just how it goes. I'm going to set my power to zero on all of these. I'm going to set my nor map strength to just one, and I'm going to set my tiling to one oh, wow, norm map strength, let's do 0.3. And it's too far tiling, 0.5. So let's see. So up close, it looks like this, far away. It looks way too strong. Maybe far away to 1.5 or far away. I'm surprised that it looks this strong, actually. I could, of course, lower down the norm map of the faraway settings, but all that stuff is like it's really tedious to do. Yeah, I quite like this. So it seems like it's a far away one. For some reason, it looks very strong. Now, something that we can do is we can be very sneaky and just add like a different norm map in here so that you won't really notice it. I know it's not the best way to do it, but it is something a way to do it. Let me say it like that. Let's see. We have our tiling over here. Looks like this one. Yeah, this one doesn't really do much, so I'm just going to leave it. Okay, so I think that is pretty much good. Now, I do realize that we pretty much have not done anything yet. So let's just go ahead to split this up into two parts. We have now polished all of our materials, which you can already see happening over here that everything looks a little bit more uniform and nicer. So now let's go ahead and actually start painting our train in the next chapter. 12. 11 Painting Our Terrain Textures Part2: Okay, so we left off by balancing out all of our textures over here. So now let's go ahead and actually do some texture painting. And I'm going to get started probably with the water. So we are going to grab our landscape. Once again, it might be a little bit slow at first, but let's start with just grabbing our sand. And because the water needs to be pretty much completely send, I want to start with like a tool strength of one, but I can set my brush size, like, quite a bit larger. And just around here, we are just going to paint in sand. Now, I feeling it will need to recalculate shaders or not. Yeah, there we go. So preparing the shaders, which means that I will pass the video until that one is done. Here we go. So that's done. And now I should be able to do, like, some quite smooth painting. So I'm going to go ahead and really give this, like, a beach look that we have over here. Let's quickly do that. Let's be a little bit more careful around these areas, and then we will just blend this in a little bit better later on. But for now, let's just do this. And honestly, I'm not going to paint this too far. You can paint this as far as you want, but I'm just going to do whatever the camera sees. Over here. So now you can see that also where you like changes the color of the water and everything a little bit more. So that's quite cool. And then over here, we can also have this, and then we start to get like our cliffs and everything like that. All that fancy stuff. So But let's just go ahead and mostly focus on painting under the water and stuff like that. And sometimes just quickly go to our camera over here, as you can see. Okay, so that's looking pretty good. Now what I'm going to do is I'm going to set my tool strength probably to 0.3 or something, and I'm going to set my brush size a little bit lower, now we are going to just create a fade from our sand to grass, going from sand to grass is always quite tricky to get right. And probably we will also not get perfect because this is just going to be a quick environment. And there are ways we can break it up with foliage and everything like that and grass. So that's something that we can also do a bit. But yeah, it's a difficult one to really properly, properly blend together perfectly and everything like that. But for now, it should be fine if we just do something like this. And basically the idea is that, first of all, we are now just kind of like blending this out so that the sand has blown away and it's kind of like everywhere, stuff like that. You can see over here. And then what we can do is we can set our tool strength even lower to 20.15. And then in here, we can, for example, just do like some randomness to make the grass around here feel more dusty pretty much. Here we go, see, so we are making it feel more dusty, and that we also add some extra variation to our grass, just by doing some very quick clicking like this here and there. Then also, of course, we are going to have dirt and everything later on. But you can see that these Alphas, they work quite well. So now we start to get more of a beachy send over here. Now the next one is that we are probably going to switch over to dirt one. Let's do that one first. And let's see if we can maybe make this even more because they are going to be like partways and everything here. So I'm just going to see if I can now also replace that send I have in between here a little bit more with dirt. I feel like we need to set my tool strength to maybe like 0.3. Here we go. So then it becomes less sandy and more like dirty. Just in these areas, we definitely also want to have a bit more dirt. So let's say we have something like this. What I like to do is I first like to go for, like, an overall view, and then slowly, I will move into doing more unique, like, pathways and everything like that. But as you can see over here, this is already starting to look quite good. Now, we can also, of course, for example, use grass 02 over here with a tool string of maybe 0.7. Let's set a brush that's quite large. And now what you can do with this one is you can, if you want, once the shaders are done, calculating. Here we go. And this will just add some overall variation to our grass, as you can see, to break things up a little bit, which is quite nice. So that is another way that we can use it. Now the reason that it is calculating shade is quite often is because this is split up or a train is split up into multiple different pieces for optimization purposes. Now, I'm not going to go too far outside of these pieces over here because Else will be quite slow. And I'm mostly just going to focus my grass on some of these areas just to have like oh, wow, a lot of stuff going on. Just to have some areas that are just like here, see? Just have some different spots in here, which will feel a little bit nicer. And also, like over here, we can do the same. But that's about the extent, because beyond this point, for me, you won't really be able to see much difference. But as you can see over here, that already makes quite a big difference, if I say so myself. So we have that stuff done. Now, what I'm going to do is I'm going to do some overall dirt. So let's grab a dirt one. And 0.7, that's fine. I'm just going to make my brush is a bit smaller. And what I'm going to do is in these locations, I want to get more dirt because this is pathways where people walk a lot, so there would not be perfect grass and everything like that. So what we can do is we can art just like some general dirt in these areas. And then what we're going to do is we are going to break up that dirt with a different dirt again. And again, there's going to be a Wow, that's really weird that that still happens. I feel like it's an elevation thing maybe. But basically, because there's going to be like shops and everything here, this also like an area where we just want to start by creating a little bit more dirt and stuff like that. And then we will have grass and everything around these areas also. But so in between, you can have some grass. It's more like they would not, like, cut the grass or something like this in these times. It's mostly just wherever there's a lot of walking and everything. Naturally, the grass all starts to kind of fade away, and that's something that I want to work on. We can always add more grass back later on. So for now, I'm really just focusing on getting Like, sort of, like, really rough looking parts like this. And the parts would not really go onto the sand because sand is so soft, it would just blow over and stuff like that. So keep in mind how that materials work. Like grass, if you stand on it, a lot of times, it just becomes soggy and it kind of, like, just breaks away. However, sand, especially beach sand, it will only show some slight footprints, and that's about it. So what we can do is over here, you can see that we get, almost like a dirt spill out, and then it just kind of like flows over into the rest and stuff like that. And we just kind of work away from here and just keep painting in more and more to get something interesting. And then over here, I feel like that this area, because it's like a training ground, it would have quite a bit of dirt and everything and much less sand and stuff like that. So we can kind of, like, work on this by adding a little bit more. And then over here, people are just walking towards their villages. So it's mostly just and feel free to also make these parts a little bit incorrect. I don't know. In these times, they are like horses and everything. So maybe you can do some stuff with that, where the parts are just not as perfect and they are kind of just scattered around with just people randomly walking in different directions and, like, maybe have some spots of grass here and there, and here they are, like, walking from their homes to, like, the guard towers, which by the way, I will need to work on that look over there, but we can probably just swap out the material later on over here, see. So we can just do some guard tower stuff and we can, for example, say, like, Okay, there's a pathway over here to these houses, and maybe there's another pathway that's going over here because they walked into there with multiple directions. And then at this point, you can't really see anything because it's outside of the camera view, but just for the sake of things, I will make it feel a little bit nicer. And now I can also, for example, say that I want to like a part over here. And I am making the parts quite big right now because I'm not really in the mood to change the size of my brush, but I am going to just later on polish it up with a little bit more grass and stuff like that. But you can see that just doing something like this, and maybe now if we swap to the dirt too. And honestly, up there, we don't need parts. I don't never going to see that anyway. So that would just be wasted time. Anyway, dirt two over here, let's go ahead and set the tool strength back to 0.4. And give that a second again to load because the first paint is always the longest. Okay. Here we go. I'm just going to cancel the outer saves so that I can first of all, just continue on this. Now I'm just going to once again on this dirt, wherever they are really large spots, I'm going to paint in this little bit of different dirt to give it a little bit more variation. Or maybe it can be like some of the dirt is wet, some of the dirt has already dried by the sun. Doesn't really matter. I just need variation. Having just like a plain dirt color, it never really looks good. So that's why I'm just painting this in over here. Maybe let's go to 0.2 and start by just painting this out to blend it a little bit better and stuff like that. So this is like the tricky stuff where it looks nice, this blending over here because it is using tools for the blending and everything. But we oh, that's a really shiny grass surface. That's something I will fix there. But whenever you need to do it around actually hand painted buildings, then it becomes always a little bit trickier. Also, it's really strong in terms of, like, my normal maps. So that's something I can also work on. Baa, in general, this one will be most likely more dirt than grass switching over into the beach sand. So that's mostly what I'm doing right now. I'm just trying to get a fairly decent transition that we have over here. And same over here. Just try and get a logical transition between the two. I think I will make it a little bit lighter also in just a sac But yeah, so in general, that's the general idea of it. And now, if we go into our camera one, you can see that this is already starting to look a lot more interesting, especially when we have a lot more props here. So that is all looking pretty good. Now, what I will do is I will go in here. I will still use dirt one at like 0.7 value that is a little bit smaller. And I'm first of all, going to kind of create another pathway over here, just like a so one. Like that. And I don't know. I feel like this would be like a hike to go up here. So maybe I do, like, a small pathway around here, but I want to make it so subtle that you can barely see it. So it's just like something to make it feel a little bit more interesting. Like that. Let's see if from a distance, it's not a here. So you can barely see it, but that's totally fine. And maybe have, another pathway that is kind of like going from these directions over here. You can also play around with that and just get like a pathway towards the sea or something like that. Or, like, towards the cliffs over here. It feels like a nice place to live, to be honest, looking at this. Like, it seems like a really calm place to be. So yeah, so we got a little pathway there, that kind of stuff. I'm sure that you know what I mean by now. I'm gonna paint in a little bit more sand over here in these areas. And now I want to quickly fix the really strong dirt normal. But I have a feeling it's not going to, for some reason, give me control over that. Oh, no, wait, it is. It's just using the wrong dirt. There we go. Perfect. Okay. So we got that one also done. Yeah, that's actually looking pretty nice. That's a really solid base. Once we get some foliage in here and everything, it will all tie it in together. So, what we're going to do in next chapter is we are going to start, first of all, working on the waterfront. That means lots of rocks, lots of piers where you can go inside a little bit more like what she over here, like these kind of things, more boats and everything, something to make it feel less flat. After we've done that, we will probably start working, probably start working on the marketplace, and then we will finally do a little bit of foliage painting. But yeah, so let's go ahead and continue on with the next chapter. 13. 12 Creating Our Water Front Part1: Okay. So what we're going to do now is we are going to start working on the peer and everything and like all of the rocks and stuff, like I've already said like ten times. So for this, I first of all, want to just, place the main stuff down, which is going to be the peer and I hope I said, I hope that it's the correct English word for it. At least that's what it is inside in Dutch also, so that makes it a bit confusing. But people that don't know I'm Dutch. So that's why I'm saying that. Anyway, so let's go down here. So this one is a bridge. That's not the one that we need, although it is cool, but, you know, we just don't need it. We have lots of fish stuff and everything, so that's good, so we can have, stands and stuff. I'm just curious. So, it's tin. Fair enough. Else we could have also maybe, like, made something interesting with that. So where is the pier? It should be here somewhere, you would expect. Really, nothing. That is very surprising if there is littly nothing. Of course, we can just rip it off here, but I would have expected there to be just like a chunk of it. Okay, that is unfortunate, but that means that we are just going to rip it off from this one. I hope that it doesn't take too long to take this stuff off. So if I have this, let's go ahead and go inside of our mesh, and now I just need to, I need to hide it. That is quite annoying, to be honest. Instead, what we can do is we can try and have a look and if we sorry, I just meant to go right click Browse to asset because LSAT will be very lengthy. So let's just go at right click and duplicate this asset. And I'm just going to call it Peer over here. And now I can go ahead and delete this one and then I can open up this blueprint, and hopefully I can just delete it instead of hiding everything because if I need to hide everything, that will just become very expensive. So now the goal is that I can just go in here and I can just simply press delete. And I really hope Oh, okay, thank God, that it was not one piece. That was my worry, that it was just like one massive chunk of mesh. But luckily, that's not the case. So I can now just go in here and I can click this and I believe does that still work if you hold contro Alt? Okay, it doesn't work. There used to be a way, but I've never used it inside of a blueprint view that you can do like a multi select. But it does not really matter. It doesn't take too long for me to delete this stuff. I'm also going to delete these pieces because I don't want them. And yeah, this is going to be like a duplication, so that is all fine. Oh, it looks like it is one piece. I'm going to reset this to 000 over here. And then I want to set this forward. And the reason I'm doing that is so that my pivot point will be at the very end, and that makes it a bit easier to use. So let's go ahead and save this, and let's hope that this works the way that I want it to work. So if I now go ahead and just load this in, I will need to do some small adjustments, but it looks like that it is working totally fine. So I can just go in here. And pretty much once you've placed one, it's just a matter of just moving it forward over here. And for these ones, because we want to have them sticking down. We could also probably just do like a duplication. And it's a bit tricky to see. But roughly around here just so that from a distance, it looks a bit more interesting. There you go. Now you can see that we have a peer that is working pretty decently. Now, what I'm going to do is maybe also over here, maybe I can do some small rotations to make them feel a little bit more organic, something like that. Once we've done that, we can pretty much delete duplicate one of these. Let's go into this view. Let's press duplicate. Let's see. I'm going to have one here. I feel I feel like it might be unlogical or not. For some reason, it feels unlogical to have another one here, but maybe that's just me. So what if we do two over here? So we have one small one and then two over there, and then here we have just a docking area. I think that, that might look nice if we do that. So let's have one over wait, let's start with this one. Let's have one over here. And then let's go ahead and just go in and properly place this one that the kind is aligned to the sand. And now we can duplicate another one to make it a bit longer. Okay. And then I want to have another one that is going outside of the camera like this. Okay. Yeah, you know what that can work. That does not look too bad. It's just cool that the water over here is going up and down like that. So that is pretty good. Maybe, maybe make this one bit smaller. I don't know, do you also want to make this one smaller? No, let's keep this one big. Make this one a little bit smaller and this one a little bit longer. And I think something like that should work. And then just for the sake of it, we can also already just play some boats just to see what it looks like. Here we go. Here's the boats. Of course, do make sure that it's, like, slightly in the water, but not too much. So we can have a large boat over here because this seems like a military thing. And if we just go from the side, it would be nice if it's actually facing forward over here. Yeah, so like a large boat here, and then we will have the smaller boats over here. Why do we want to have maybe one large boat also sitting on this side to maybe make an interesting view. I'm just having a look and see because it is blocking, but sometimes blocking specific areas behind it to get rid of these really flat areas would be nice. But now I think you know what? I think I'm going to go for the smaller boats. So for that one, once again, I am going to duplicate small underscore boat because they are a lot smaller, and I don't think they are just scaled down, are they? Here or see? No, they are definitely like different props. I don't understand why not just add those props, but, like, as a separate thing. That feels a bit strange. I'm going to delete this one and this one, and I'm just going to basically delete everything else. I know it's a bit slow, but Oh, well, does not matter too much. Okay. So we got this boat, which it's not completely one thing. So these extra bits. Yeah, you know what? I'm just going to secretly get rid of them even though there is some stuff floating that I cannot get rid of. I think this is fine. And where is my center point? It's around here. It's difficult to see. Yeah. Okay, so it's over there. So if I said this one to zero, this one to zero, this one to zero. And this one to zero, there we go. Okay. So we can go a and we can save this one. And hopefully that will do the triick that if I go in here, I have my small boat, I can just line it up. And then I can have one over here, maybe like another one here. And I don't want to go too close because I want to have a lot of rocks and everything. So that's why Oh, so that's why there was the second one because that one is slightly different again. That should be no problem. What I can do is I can once again, I know that I keep doing this, but let's once again duplicate this. We only to prepare this once, and then it is fine. Where are you? Where are you? There you are. Duplicate small boat on a score 02. Open it up. Go in here. And the LODs and everything, all that stuff we will just fix later on. That's such a smart thing to fix. Honestly, what you can even do is you can even just turn them off if you are taking a screenshots. Like, I can do that at least to save time. If you want to actually have an interactive thing that you're flying around and stuff, yes, okay, then you will need to fix the LDs. But it looks like it's just like some small problems with how the materials are sorted out. And it's a common problem with LDs. Let's do zero, zero, zero, zero, save. I'm going to replace you with this one as if it is ready to sail out. We will also do like a pass where we do a lot of small props. However, this pass I will not do in real time because that would simply take far too long. So we got this one. Now I'm going to duplicate it, and we'll have one last one sitting that is maybe sitting around here. I think then we have a pretty solid base already for which we can place our rocks around. Of course, logically, it would be the other way around in real life, that the rocks are already there and you would just build everything around it. But we don't really have that luxury right now, so just going to place this one. There we go, see? So that's way starting to look a little bit more interesting. I'm going to save my scene, and now for our rocks, we are going to collect a bunch of different rocks. For this, we are going to use mega scans. So there are a few ones that I want to show you, and then I will just off camera collect or make a large collection. But basically, if you go to Tri D assets, you can go ahead and you can go to nature. And then we have embarkment. Those are actually quite nice. And then we have the rocks. So in the embarkment, we can get these almost like floor pieces over here, although, maybe it was not embarkment. Maybe it was in rocks. Let's see. Okay, yeah, so it might be in rocks. Oh, yeah, in scatter. But anyway, so we have beach and scatter are the ones that I'm mostly focused on. Let's go to the beach, and it's nice because we are literally creating a beach. So we are going to go for you, these type of, like, smooth rocks that you can often see here. And like these ni Well, these formations look a little bit strange, so I don't want to. I love these ones, these nordic rocks over here. They are really good. So those are the ones that we are going to get these flat areas because we can very quickly just cover a large area. Also, stuff like this is quite good where it's a little bit separate. These ones you also want to get. They are basically just like stone beds. We can have those on the bottom of the river, and those often also look quite nice. So yeah, just try focusing on, like, the nordic beach style rocks and try to find, like, slightly smooth rocks and stuff like that. So let's say that I will go ahead and just for the sake of this tutoril even though you probably know how to do it. Let's say I grab this one. I'm just going to use medium quality for this stuff. I can just go ahead and encompass art, and then it will art at one because I already downloaded it before. And let's say I also have for example, like this one I quite like. Oh, I can remember that. I already used that one before. So these Mt are good, but I will like this one. So let's just go ahead and download this one also for medium quality. And then, of course, I will just go over and I will just get like a bunch of different rocks in here. Because we are not making the exact same environment, I will leave it up to you to create whatever you want. But what we can do is we can go ahead and we can add this one. And now if we go in here. So this is basically I will, of course, do this in the next chapter, probably. Yeah, let's do this in next chapter. But just to show this is what you will get. You will get these large rock formations over here, which are great to just have sitting at the bottom. So as you can see over here, if I just kind of like rotate this around. And the reason I'm showing you now is that you can kind of, like, know what kind of rocks you need to search. So I can just have this nicely sitting in here, and then I can grab these larger rocks that we have over here. I will need to balance out the colors a little bit, but I can, for example, have these just like pushing in here and sometimes I like to switch my pivot point mode like this and just kind of like blend them in together. As you can see over here, then you can very quickly start by creating like nice looking rock beds and everything like that. And this is where it really shines to have the water just going under it. So in the next chapter, what I will do is I will have all of my rocks collected and imported, and then we are going to have a little bit of like a real time piece of rock placement, and then we are going to have a time lapse piece of rock placement, and then we will just go ahead and continue. So let's go ahead and continue with this in the next chapter. 14. 13 Creating Our Water Front Part2: Okay, so let's go ahead and continue. So we got all of our rocks and boulders and everything right now, and what I will do is, let's use this area to give you an idea of how we are going to set dress this. And then I will just kick in the time laps and just do it. I think I will only do this one for the camera view, maybe a little bit outside, but this will take a lot of work if I need to do it, like, far outside of the ranges. Also, this is floating. So that's one of those smart things that I need to fix. But anyway, let's go ahead and go in here. So yeah, you can kind of see it in the Cozartach where there are like quite big rocks, and then they kind of fade out into smaller rocks and stuff like that. Now, on top of that, what I want to do is I also want to get a bit more of like a rocky ground around it. So let's first of all, place our big rocks, and then we can take it from there. So, let's see. So we have, like, some bits of ground over here. Now we have, like, some larger rocks. And I just want to have a look. Oh, I quite like this one. So what I'm going to do is let's grab this one. And this can kind of just be over here. And later on, we are also going to scatter around some rocks using foliage painting, actually. But for now, we just want to kind of, like, make sure that this fits. So we have one of those, and this is quite a large one, but this is one that I will probably end up placing somewhere along here where it's just a bit out of view because it's not the most perfect one to use. But anyway, we are not working on that area. And see. So yeah, this one will fit. So try to find rocks that feel like they naturally fit together. Like, stuff like this will fit. And sometimes you can also just duplicate it, rotate it around a bit and like, change the scaling and everything. And then you can often even use the same rocks right next to each other without it feeling like they are the exact same rocks sitting right next to each other. So over here we have these are a little bit darker, so that's something that we are going to later on balance out a little bit. But for now, I'm just trying to get, like, a larger underground. So not do that one. Oh, yeah, white, that's the one that I already used. That's also the one that I already used. It's a bit hard to see from our pictures. So let's use this one over here. Place it maybe like down here. So now we are slowly we got these larger rocks, and we are slowly going to start by fading those out into other areas. So this is quite a nice rock that can kind of, like, block off, and I don't know, Yeah, let's leave it like this. So this can just kind of block off pear like that. Now, what you can also have at this point is you can have these rocky ground. So I got two of them. I also got this one over here. And we do need to definitely work a little bit more on the material and just do some very slight balancing. But what you can see is if I just move this and I just rotate it and place it just below, something like somewhere over here. It's fine if there's, like, little bits of stone still in it. You do want to try and kind of have then this stone sitting above it so that we do not have any weird clipping going on in that area. And then we have another one, which is this one over here. So we can, like, play around with both of them and kind of fade this one out. And just by rotating it, you can kind of fade it out just like that. And then under the grass or under the water, you will not really be able to note that. So you can even, like, grab another one and just move like that far down like this, that it almost looks like everything is kind of like fading out a bit like you can see over here, see? So, stuff like that. Now, another thing that we can do is we can grab maybe some individual rocks, and I will just place the rocks, and then I will balance them out a little bit later. So let's say I grab another one that is kind of sitting over here. And let's see, maybe maybe I can reuse one of these and just move them down here. Yeah, I do want to ty and see if I can block this off. I do want to get a little bit more rocks that are just sitting almost on top of each other. That would be nice. Let's see. We have this one. Now if I just grab, for example, another boulder and rotate it a bit and maybe like that, I can place it and just switch between your two types of pivot point. Yeah, I can have another one over here, and we will have some smaller rocks also using this. So let's say that we have another one over here. And then what I want to do is at this point, I want to keep this quite open. So I do not need to have, like, the same rocks everywhere. So I want to keep it quite open, but I can ty and maybe, like, use one of these and kind of just here, just stick it down there like that. And then sometimes I need to go underwater so that I can properly select these bits, and then we can just, for example, only use some of these stones over here. There we go. That feels quite natural. And now around here, we would want to have, for example, some stones that we can scatter around, and maybe it would be nice if we see if is there anything else that I can already that's one we already used. Oh, yeah, this one I actually quite like. So for example, what we can do is we can use another one like this. Maybe like scaled up and down. These rocks are very flexible when it comes to scaling. And try to just like a little bit more organic stuff in here or organic placements so that it's not like one perfect line of rocks, but the rocks are actually just like in various locations a little bit like that. And as you can see, that is looking pretty cool. So for the scattering around in these areas, what I like to do is let's save seen Aman. And then if we just go ahead and go quickly back to Quixaw Bridge, we can find some scattering rocks. So nature rock. And I believe there's literally here scatter. It's literally called scatter. And then in here, we can just find like these small rocks. And we almost want to get like a collection of rocks. But Small stones pack, I'm not sure. Rounded cobble pack, cobble and wood pack. Let's it's tricky or some sharper ones. Now, it is next to the beach. So let's download the rounded cobble pack. And let's do also the cobble and wood pack. Let's get these two. And then what we're going to do is we are actually going to use foliage painting, which will be the first instance of me showing you how to do foliage painting. So let's add these to very quickly just like some of the smaller rocks in certain locations or stones or whatever you want to call. In this case, it will be around here to kind of blend everything out. So if you go ahead and here we have our cobble pack, we can go to selection mode and go to foliage. And now what you want to do is you want to go ahead and go to select. Grab all of your rocks and just drag them in here. Very easy. Cobble and wood peck, same over here, grab all of the static meshes and drag them in here. Now, these meshes, they are already ready for painting. Unfortunately, because I am working on a 1920 by 1080 screen right now for recording, it's a bit tricky to see this. But basically, what you want to do is you have the scale, and first of all, what we are going to do is we are going to go to paint, set our brush size very small, and our density very small to like 0.1. And then we are just going to click one and see what the scaling is like. Here see so you can see some scattering. I'm going to go ahead and I'm going to make my scaling a little bit bigger. So with everything still selected, so everything is selected, I'm going to set my scaling to 1.5 by 2.5. And what this will do is it will just randomly change the scaling a little bit. Next, we have a placement. We can align to the normal. That is fine. That just means that it aligns to our twain. Random pitch angle. We can set to, for example, like, yeah, technically, you can do 90, and what that will do is it will just do some random rotations and stuff like that. So now if I would paint again, you can see that this happens, and this was the only thing that I was worried about. So we sometimes want to kind of, like, remove some of those stone pieces. Or what we can do, of course, is you can so it's really annoying. You can simply go in here and you can select your stone pieces or your wood pieces. Those are the only ones. Go down here and then set the random pitch angle back to zero or and just turn off random jar, for example. And now if you paint because everything's active, here you see? So now we can see that we start to paint some pretty decent looking rocks. Now you can use your paint density to add more or less. So if I set this to for example 0.2, and you can turn off static meshes. And what that will do is it will make sure that it doesn't paint this on top of the rocks. And now you can see that if I paint, I get some of these rocks in here. Another thing that I want to do is, I probably want to sink them into the ground a little bit, the stones, most likely. So what I can do is I can select all of my stones, except for the boot over here. And then I need to go in and where are you? Ground. There is a setting here, but I cannot seem to find it for a second. Oh, yeah, also, by the way, turn on fact distance fields. Where is the sinking setting? I guess. No, no, it's probably not the height. I doubt it would be the height. Oh, wait, here, Z offset. Of course, I'm thinking about sinking. So Z offset. If I set this I'm not sure which direction I need to go. Let me just quickly check. So if I do ten, Okay, ten is floating. So if I do let's do minus two and maximum minus five. Is it now under? Yeah, that's too much. So let's do zero and minus two. Yeah, there we go. Now they are a little bit more inside of our mesh. So let's try it again. So now if we just paint in here and you can just do, a little bit of an uneven painting, we are, first of all, doing this one, which does not have a lot of stones, you can see over here. So just arts like something. And then what we can do is we can set this quite high, which will be quite expensive, but this is more like a just like it's interesting environment rather than an environment where we need to have perfect 60 FPS or something like that. And then I will just out like a few more in some of these areas over here. And let's have a look at our camera angle. Here see. So it's just like some small stones, but if you get a little bit closer, they start to look what you like a little bit more interesting. And you can hold shift to basically remove some if you want to get rid of some specific stones. So that's looking quite nice. Also, over here, you can do the same. If you ever need to have, some kind of fading, you can do this, you can see, and that will just kind of, like, fade out all of these rocky areas just like that. So that is the general concept for this. What I will do now is I will go ahead and do this pretty much over here, over there, a little bit more over here, and then I will probably stop it around this point. And I will also probably in here, also add a few of them. But I'll see how far that we go. So for now, let's save a scene, and let's kick in the time laps where I will be working on these stones. M 15. 14 Adding Smaller Buildings And Tents: Okay, so I am done placing after rocks, and I think it is looking pretty solid. So yeah, and I also left, like, a little bit open here almost as if that people can just, like, relax near the water and stuff like that. But just in general, I think it is starting to look quite good. We got something really interesting going on here. Now, what I want to do is if I have a look over here, I want to have a little bit of, like, something to fill up the space in this area and to fill up the space in the central area over here. I want it to be quite low. And yeah, so just going to be like stars and fishing stuff, and maybe also like a little bit here. So if we go ahead and have a look and I hope that I can do it with these assets and else, I might need to actually get a few more. And that's actually, yeah, let's start with actually this one, but we will see. So I can also, for example, use a few of these pieces to already extend some stuff out here and there, just by mostly placing this kind of stuff here, and then maybe placing another one around here. So that will already, extend it out. Then if we just scroll down, we have let's do something here. Let's say, because we got a little table over here, and I remember that we had a lot of fishing items. And well, of course, we have also crates. Although the crates and everything, those are really small assets. So I will not be spending a lot of time on placing because I want to do that in a time lap, since, else, it would simply take far too long. It looks like that they don't have any collision generated, actually, which is a little bit unfortunate because that would have made stuff a bit easier. But that's the thing when you don't make assets yourself, you don't have a lot of control over this. But what we can do is we can, for example, do stuff like this, where we have like one of these fishing pols over here, maybe rotate it a bit and move it up a little bit. And you can do the same over here where we have another two, for example, here, and just like a bunch of them. Like, it's a fishing town. We can kind of just afford placing, like, a lot of them. Without it feeling strange, like, why would there be so many? It's because a lot of fish, it's a big village to support, and I assume that fish and everything is like the main thing. So let's see, we have some fishing nets over here, but they are hanging on a pole, which means that we can maybe place them somewhere over here. Almost as if they are just like there for storage or something like that. Maybe, have another one over here. We can do, like, small stuff like that. Let's see what else do we have? I don't know. Can we do something with, like, these walls? I don't think there's something super interesting there. Another one that I can remember that we have. Oh, yeah, here. So we have some clothing lines. Maybe we can do something with that. But the one that I can remember was, yeah, like these small pieces we also need to work on. A Yeah, this kind of stuff, it's peanuts. It's really small stuff. I don't care too much about it. The one that I was trying to find was that we have a fireplace, but I seem to have forgotten where it is. And else what we can also do is we can also use our blueprints and just grab stuff from there. Oh, here it is, finally. So what we can do is we can have, for example, like, a nice fireplace sitting over here. Maybe there are like some kind of, like, benches that I can use on this. M one of these. And I know, maybe they're doing like some metalw or something like that with these benches. So it's just like a bunch of stuff, small stuff like that. And then if we go to our camera actor, here, it's already starting to look a little bit more interesting. But yeah, we do need something a little bit more substantial. So this is nice having, like, small props like that. Now, I will say that even though we have limited props, I have already spent more than 300 euros just on getting all of these assets for the cutoil. So I'm a little bit reluctant to just keep spending more and more money. While, yes, it would look cool, but it would not add a massive benefit per se to this at oil. So instead, what I'm going to do is I'm just going to basically figure out like a plan. So stuff that we can rip off from other pieces. Not that one. Let's do. Okay, so from this one, we can rip off the tents. Now, and basically, I just want to save a lot of time by just grabbing, like, random pieces like this. So, for example, this one, I can browse to assets. So yeah, let's do that. Let's just go ahead and start grabbing random pieces. So for example, we have this one. We can right, click browse to asset and do the same thing as with our boats. Just right click and duplicate and just call it like tent underscore small. And maybe we can also Oh. Oops. Maybe we can also do, like, a large one. So let's say that we have just like a camping site sitting outside. Roughly over here. And then it will later on if I just move this let's move this a little bit lower. It's going to landscape, sculpt, flatten, and let's pick roughly the ground around here. It is not Oh, wait. The reason it's not working is because we need to use the building flat layer if we want to properly paint twain or sculpt twain. So let's go ahead and go in here. I'm just going to, first of all, extend this out a little bit more. And then I'm just going to use my Smooth tool to basically soften out this a little bit like that. Okay, so yeah, small stuff like that. So we have that one that's built already do art a little bit more props, and then I'm going to open up my tensmll go to my Viewboard and basically, let's do this. Let's first of all, delete a large tent and all of these small assets, but leave both of these tents left, sorry. For some reason I almost spoke Dutch to you. So we got like these two tents over here, and let's just also oh, no, wait, we cannot remove the skull. That's fine. So I'm going to save this. And then I'm going to duplicate it again and call this tent small underscore 02. I should have called the first 101. And the reason I want to do this is because it is much easier for me to now delete one, save and then over here, delete the other one instead of needing to again delete everything. So here we go. So we can also save these. And then I just want to if I delete this one, I want to have quick look at how my placement is working. Yeah, I don't really like that, so let's go in here. I believe this one we can just reset the placement. Oh, sorry, let's only reset it on the X and the Y axis and save. For this one, it's a little bit more annoying to reset the placement because of all the stuff that is inside of here. So if I just move it, okay? I find it surprisingly annoying. I assume that we can go to the top. Yeah, I feel like for some reason, you can barely see where the center point is. I find that a little bit strange because normally that's never the case, but now here, see, because of how the grid moves, you just cannot see. But anyway, we now have these ones done. And what we can do now is we can, for example, start by placing these tents around and we can even do like almost like there was storage and everything going on over here. And maybe then there's also a sleeping quarters or sleeping quarters, just a tent. And just like that, we can start by adding a bunch more stuff, which is looking quite nice. And we can also do, another one here, maybe another tent around here. And I'm just basically looking at it from a distance. This one, I'm actually going to probably have the tent roughly around here. Yeah, I think we are getting close. And then there will be a bunch of small assets that we will place, but that's something that will happen a little bit later because that would be a little bit overkill to do right now. But it's just going to basically be placing all of those little bits of, like, I don't know, like fire pits and stuff like that. Here, like random things like that, just to add a bunch of stuff. You can also go ahead and maybe, like, over here, have some of these arch things and just something fun. Just some small stuff like that should be totally fine. And later on we are even going to go in super small and, like, have a mug, which unfortunately because there's no collision, we need to hand place like that. Okay, so another thing that we can have here is just some fabric and clothing lines. I feel like that would make a lot of sense to have those kind of pieces. It's also nice with the lumen that it just gives off like this slight orange glow that we have. But just in general, I feel like this would make sense if we have that because people might have been swimming and stuff like that. Let me just rotate one of these. There we go. So that's another thing that we can add. This is just like a floor that's not I thought it was a bench. Yeah. So firewood does not really add too much. You can have, maybe some firewood here. But let's just have a look and see how that the beach looks right now. Okay, so there is now a little bit more interesting stuff going on on the beach. So now let's just continue on by just ripping off stuff that has already been created for us. And if we just have a look, so let's start with this one because I think that was quite nice. If we right click browse to Asset. Didn't mean to open it up. Sorry. I just meant to duplicate it and call this one storage under score 01, for example. And now we can open it up. It's going to our viewpot. Yeah, so we mostly just want to have that back stuff. So everything else we can kind of just remove. I hope that that stuff is not linked. Yes, that's nice. It's not linked to anything very specific, which means I can just go ahead and delete this. And then all I need to do is down here, grab all of these meshes and let's this time go into our top view, move them over here and save. Okay, so that's another one that we can use. Oh, wait. I want to actually make a change to this. Let's go ahead and grab. Yeah, we can do that. Grab this fence and duplicate it. Rotated turn on snap rotation up here, rotated 90 degrees. I actually wanted to only have one, but honestly this is fine. So there we go. Save. And now we have a little bit of storage, which we can also do something with. So you can always just go in here and, like, have bits of storage or something like that that is just scattered around for people to use. And then later on if you want to change your storage, but you do not want to duplicate the entire blueprint, you can always just go in here and you can always just ex go to the top and just add some extra barrels and stuff like that in here to make it feel more unique. See? There we go. So let's have a look. Yeah. See? Even like small, stuff like that works quite nicely. Then over here, what we're going to do is we're mostly just having, like, I don't know. Maybe like some more stones and everything. But for the rest, it will just be small assets. So having that done just double checking my work. I think I'm going to have one extra, like, fishing stuff. Where are you? Where are you? Come on. Here, let's have a bit more fishing stuff over here. And now I'm will just focusing on this specific angle. Like a bit of firewood over there. The alphas, we can already not see because we are so far away, but it's fine to just be able to even see, like, a little bit of some random stuff here. Okay, so for our stars over here, am I guess we can grab a little bit from this one. And we can grab these type of styles and just use those. 1 second. Having a look and see what else that we can find. Just something that will make it feel like a market or something like that. Yeah, here, this kind of stuff that should be fine. I don't want to spend too much time putting together entire new models, like I did with the fence, so that was a very quick one. But I do want to get something. So let's browse the asset over here. Right click duplicate, Style underscore 01. And then we can just go ahead and we can open it. I don't know. Do we want to maybe keep the little house? It does look interesting to have Yeah, let's do two of them. Let's have one with the little house and one without. Here we go. So we got this stuff, so we can just go to our top view, select all of our meshes over here and just move this more into the center. Save duplicate and just call this Style 02. Open it up. This time, get rid of the back, get rid of these extra bits and pieces. We can just add some manual placement for those. Here we go. Once again, we can select all of this, go to our top view. Just make sure it's in the center for easy placement. Okay, so that's Style 02, and we already have those over here. Let's see. What else do we want? It seems to be pretty much the same star. So I don't think we could really do that. So let's move on to this one. Browse asset and go to Viewport. Oh, didn't mean to do that. I meant to first of all, duplicate it. Stall underscore 03, and let's just leave it at that for now, and then we can just see what we will do with this. So stall number 03 will mostly just have this stuff over here deleted. Let's see. So let's delete this. And yeah, let's make it almost like a permanent stall. So we have the smoke and everything. Don't know if I maybe, like, want to rotate this and place this one over here, almost like it's blowing air. And I just sometimes get rid of, like, some of these pieces or change them up a little bit. Since we are here, anyway, we can just as well do that kind of stuff. Oh, let's keep that one. And let's go ahead and save this. Okay, cool. So we got a few pieces here. So what we can do is we can have s01. Let's see. So there is a walkway, there's a walkway. So let's have star 01 over here. Style 02 over, like here. Let's do other let's see. Let's do another one that's over here, star 03, and then maybe another star 02 that is sitting around this point. Let's go ahead and just even get another one, but this time, just rotate it around just to give it some slight variation around here. And I'm just having a look at my camera angle. So okay, so we got this style. So what I want to do is I actually want to swap these two around. So because right now it's blocking too much of my view. So I'm going to have a permanent style here. I'm going to have, another one that is just kind of, like, floating around here and it pushes down. We also let's push it down. We can always fix the train a little bit later on. Right now, the focus is on actually getting something that looks good. Gonna have this one and maybe also have another one sitting around here. I'm just making it up as I go along, basically. But as long as from a distance, see, from distance, it starts to look quite nice. We have a few styles over here, and maybe we can now add another one of a permanent one sitting around here. I know that, of course, people with keen eyes will notice that these are the same stars over and over again, but I'm not too worried about it. Like, not many people will really realize that, or even if they do realize it, it's not like they would really care. Let me say it like that. So I'm just going to flatten this out. And I'm making this flat out quite large. And then I will smooth it. So same over here. Let's go ahead and just flatten all of this out over here. And then let's go to smooth and just nicely smooth all of this out to make it feel a little bit less. Also, over here, I'm also doing some smooth Yeah, just, like, say, let's be careful that we don't overdo it. But I definitely do want to, like, yeah, make it something like that. Wow, there are some serious shadow problems still here and there, and we still have like this problem over here, but I will have a bug fixing chapter a little bit later on. So don't worry about that. We will sort out all of those special things. Over here, we can have a little bit more storage if we want here and there. So, stuff like that. We can have, for example, for the weather, they place like a few of these tents or something like that. Let's see, what else can we do? Maybe there's another tent just sitting around here. And just like that, we are starting to get already, like a much nicer view over here. Last thing is, I feel like that we could use something around here, so that's too big. Yeah, something like that might work nicely. Okay, I just place those over there, and then what I will do is I will go in here and I will, for example, just like, move it around because even though it might look nice from a distance, it still needs to be somewhat logical. So that's what I'm doing right now. I'm just trying to make this well, somewhat logical. And then later on we will have fruit and stuff like that just sitting in here. This one I can rotate like a little bit sometimes over here. So let's have a look. Yeah, see, so we got a bunch of stuff going on here and there. That's actually looking quite nice. Maybe have a few more tents over here just to fill up this empty space. So what I'm trying to get is I'm trying to get a nice contrast between dense space and empty space. So right now this is our dens space, and it's looking quite nice. Like, there's a lot of stuff going on. It feels quite alive. I feel like maybe like over here, I want to see, let's do over here. I want to go ahead and just add some random tents or something. At this point, I don't really care. I just need something in those points to fill up the space. I don't really like that one. Let's go ahead and maybe do you know, let's now go a little bit closer. Let's try and see if I can do a makeshift something here, and then push this one, for example, further back. And then this one, again, also here and just make it feel a little bit more logical. Yeah, there we go. So that already feels a little bit better. Maybe have a little bit of storage placed over here. And just like that, we can very easily get some interesting stuff. Maybe it would be nice to have another stall that is kind of just a little bit smaller and sitting against over here. I don't know, for some reason, I feel like this would look nice. And we are already 23 minutes in, so you can see how much time that goes into just getting a few assets in here like this. But yeah, I quite like this. I think for now, I'm going to leave it at this, and then we will have the small prop pass later on that will, of course, kind of, like, tie everything together where we'll have like small bits of flags and all that kind of stuff. Now, at this point, what I'm going to do in the next chapter is probably foliage. So the foliage is going to be an interesting one to see if it is even visible from this distance. But we are going to do foliage. And when I say foliage, I also mean debris, like sticks, stones, all that kind of stuff. And at one point, we will also create a few more camera angles because it might be nice to create like an I don't know, like camngle like this or something, just to get or maybe, like, over here. See? Just to get some more interest. So let's go ahead and continue to our next chapter where we will start working on our foliage. 16. 15 Placing Our Foliage: Okay, so what we're going to be working on in this chapter is going to be our foliage, so we are going to place all of our foliage, mostly unlike the grassy areas that we have over here. Now, Unreal engine does have something called procedural foliage. Procedural foliage is quite nice because what you can do with it is basically you have, like, a volume, and you can automatically place foliage specifically on, for example, grass or dirt or whatever material you have. Unfortunately, for that, you need to adjust the landscape material, and personally, I'm still learning about it. So I'm not really confident to teach you on how to do that yet. So instead, what we are going to do is we are going to just do a little bit of manual work. It doesn't take that much longer. And I can also see that we have some really big roughness differences over here. But let's go ahead and we will have, like, a polishing phase quite close after this, probably like two chapters or something after this, in which we will do a lot of stuff like changing stone collars and just fixing small problems. So if we go ahead and we go to our foliage over here, we've already pretty much gone over how to use it with our stones, although it is again, really annoying that I don't have enough space, but okay. So we are going to let's see what we have. If you go to your, well, if you use this one, the scrubs and then the foliage, and then we have a Buscher here. Now, these ones are different. They are static mesh foliage. This is important because compared to the meshes, these ones have already been set up with all of your settings. If, for example, you want to save the stones with all of the settings that you set, you would right click and you can save it as a foliage type. Then you get these type of foliages. So if I drag this one on here, like that. Let's actually, so the stones are deactivated. These ones we can, for example, activate. But now you should see that there are some settings over here, here, see, scaling and everything they already have some settings. So that's looking pretty good. So first of all, just have a quick paint for this and see how it looks. It might be that it has some settings on here that let me just quickly check because it's very difficult to see with all of this stuff. So if we go down, advanced? Ah, here. So advanced inclusion. Ah, there we go. So this stuff over here, this is because these foliage pieces are set up with procedural foliage. So all I need to do for this one in order to basically allow it to be painted elsewhere, is just delete it. Because right now all it is saying is I only want to be painting on a landscape material called swap. However, we of course don't have that landscape material because we are using this foliage for something else. So let me just quickly go in here and just delete that. Over here. And now, if we go ahead and go into paint, paint density is 0.1. Oh, that's Okay, so it is working, but it's a little bit too dense. 0.01, for example. You see? So now we have some nice foliage going on. Okay, so we got this type of foliage over here. Now, I will need to lower down the density quite a bit for this. So if we just go ahead and go in here and let's lower down all of the densities by half. So if this one says 100, let's just do 50 because here you can see that there are slightly different densities, and it's quite nice to have that variation 25 5,100, 100. And that will basically just half the amount of foliage that will spawn within our field. So we got that one done. Let's go ahead and do a quick save already. Now the next one, if we have a look at this, so we have our shrubs. Next, what I want to do is I want to get our grass probably. So let's go to Quickle Bridge. And let's have a look. So tree plants, grass. Here we have some wild grass. Yeah, that looks pretty good. So let's go ahead and also add this one. So we got some grass, and I feel like that a field like this would have some flowers. So let's also go in here, flowering plants, probably. And let's see what do we have? Oh, these little white flowers. They actually look quite nice. Let's do those. So let's also download the S Campion. Just try to get a little bit of color in there. If everything is only green, it is sometimes a little bit boring. So it's just nice if you just get like bits and pieces of color in here. So what we can do is we can add those. And then we will probably just first do like a swap pass and then we will do like actual grass pass where we will also paint in the grass. So having these pieces. What I'm going to do is I'm going to go ahead and go back to my paint, make my brush a bit bigger. And we basically just want to try and get a nice balance that if I paint like this, that we do not have too much foliage over here because I don't want to make it too overwhelming. So my paint density is already to 0.1. Now, if I go back in here, so I should not need to change the radius, I believe. Actually, yeah. So you can change the radius, which is the minimum distance between different types of foliage. I guess that we can do that. Normally, I just want to do this one because this one just defines in, like, a large area how much we need. So that's why I just want to, first of all, try this one because I prefer using it that way. I don't know if what I said made any sense. It basically means this one will add more organicness to our foliage placement within our painting. This one will just control how much of the foliage you want. That's why I want to use this one. There we go. That's what I meant. So 25. Let's try and go one lower, 50. Well, we cannot really divide 25, so let's just do, like I don't know, just go for, like, 13 25. 50 50. I know this takes a second to set up, but once we have it set up, it will go very quickly with the painting. So now we can go paint. Okay, so it's starting to get there. So that's pretty good. 0.005. Can we do that? Yeah, I think we're starting to get at quite a nice level. So let's say that we just do a test. Let's say that over here. We just kind of like want to randomly scatter around some bushes, and then we will have grass and everything later on. Now, this is very far away. So although what I will do for my final screenshots is I will just set the LODs of my foliage so that they look like this, but then from a distance, something that we do need to keep in mind is that the small bits of grass and everything, we probably won't see from this distance. But next to that, I just want to make this quite a lush looking environment. Just like it has quite a nice amount of foliage and everything in here. And then maybe a little bit less around these areas. And then later on what I'm also going to do is I'm going to do another pase with denser foliage that in some areas, I will just make the foliage extra dense. And that's generally the idea for this kind of stuff. So I like to do this quite quickly. And then I will have a quick look off camera not off camera. I mean, with our camera to see what it looks like. And yeah, the further you get away and like outside of the range of our main camera, the quicker you can do just like a bit of this. This one is mostly just in case that you can see it. Same over here. I will now just go ahead and in these areas. And here I'm just doing a bit of this. Just doing some random painting and just like, avoid the town a little bit. Here we can do a bit more. There we go. And at that point, you won't really be able to see it anymore, so just paint this in. These cliffs are quite fun. They remind me of the Well, they're really small but they remind me a little bit of like the UK, like the white cliffs of Dov or whatever it is called. But then, like a small version of it. So yeah, we get something like this. I definitely do not like the LODsy the last lots, which are the billboards. Those look a little bit strong, but that's something that we can work on in a little bit. So over here we have something like that. See and we very quickly are able to create a lot of life in our environment. So we got something like this over here. Let's also go a little bit more in here and paint that. And now let's have a look at our main camera. Here, see, so yeah, definitely, the lighting is something we need to fix. Like in these areas, it's good. But it seems like when the light hits it, I think it is just a subsurface scattering, probably something like that that is causing these pums. But anyway, so we got something that is already looking pretty decent. I'm going to do a little bit more here and here. And now what I will do is I will set my density to, for example, 0.2. And then in some specific locations. Oh, sorry, 0.05 first. It's just, like, a little bit more foliage over here. Like the field. Okay, now 0.02. And then in some locations, I just want to get pockets of more density as if these are places where humans did not really do a lot. And that will just add a little bit more variation. And then we will fix the whiteness or the lightness of them because right now that doesn't look very nice. And I probably I'm not going to use trees. I feel like this is not really the right moment to use trees in these areas. So there we go. Okay, so we got something like that. Yeah, it looks like that I do need to have it, like in the far distance. So let's use 0.05. And let's literally just go, like the far distance, and you can at this point, like, set your brush eyes to be a little bit bigger. And it's mostly just that you can kind of see hopefully the silhouette of them just sitting here on the mountaintops. So I'm now mostly just doing some very, very quick painting because at this point, they will be so optimized that they probably also won't be that big of an expense. It will be some expense, but, of course, we are not so much going for a game environment, but rather for, like, just a pretty image. And then this kind of stuff is okay to. Yeah, if it was a game environment, I would probably optimize this a lot more and stuff like that, but then it would also probably not look as good. So let's see. Now that I have it in the distance, I see. Yeah, that's what I want it. Like that little silhouette where you can see, like, a few bits and pieces here and there, and it looks like that we can actually look really far away into the distance here. So I just want to also work over here. There we go, see? That looks nice. Okay. So we got this one. Now before we go on with the grass, I just wanted to fix that strange problem over here, and I've never actually used this speck before, so bear with me. But what I think is happening is if we open up our meshes and if we don't go like bushes, and let's have a look. So if I open one and then go to my LLD. We have LD zero, one, two, and three. This is the one where the problems hit. And I believe if I have a look, I guess it is this material over here. Difficult to see. But let's see, screen space, color. That's one might be causing the problems. Although honestly, I would think that there's like a billboard. What you can also do just to make sure that it works fine. You can always go in here and let's say that we go to IT LOD and set it fixed at one. Okay, so it looks like Is this not the billboard? Then it must be subsurface. You can also check, by the way, you can go to visualizers L Oh, it looks like it does not include the foliage in the visualizers. That's a little bit awkward. Okay, what I'm going to do at this point, so you set it back to normal is I am going to have a quick look off camera because this is a problem that might take a little bit of searching before I find the solution to it. And I will just tell you how I found it because yeah, I don't want to really bother you with this kind of stuff. Oh, okay, so I found the problem actually like 30 seconds after I already passed the video. So I simply went in and got the LOD material. So those are the ones that were at fault. And then all I did was I just wented to the subsurface color and I said it darker, here you see? Light. Dark. Now, another thing that I will do later on is I have a little list of console commands. And if I, for example, paste one of them in here, which is foliage dot LD distance scale three, what you will see is that it will push the foliage out. So now you can see that it looks a lot nicer because we have, that LLD. But of course, that makes my scene a little bit slower. And that's why for now, I will just set it like this. Anyway, so that one is also working. Now what we can do is we can continue on with our grass, and our grass is mostly going to be like in these areas because there is a point, probably around like this point where it's no point for us placing it since you cannot really see it anymore. But we will use this, of course, as our test. So it looks like it has already added the grass and the foliage. It does it automatically from unreal. What I'm going to do is all of these really thin grass bits I'm going to get rid of because they do not add enough value to my scene. So, click and just press remove, makes it easier for me to select. So we just want to basically get like a few big plans. And then over here, I'm also kind of just getting rid of some of them because else we have so many different meshes on our screen that it will become a little bit too overwhelming. But let's say that we have something like this. We can, click and activate. And now if we just go to paint, set is lower, and let's, even lower. Let's have a look. So if I paint. Oh, sorry, it's still having the bushes, so you just want to the shrubs, let's go ahead and right click and deactivate those. Do not remove them, of course. So now if we paint. Okay, so this is what we get. So we get some really bright flowers, and we get some small bits of grass. That's no problem. That's something that we are now going to, of course, fix. So what I'm going to do is let's start by just turning off the flowers. And just in our grass over here, I'm going to first of all, set my density to like let's 0.4. And then I want to select my grass and set the scale, and I'm going to set these quite big because once, first of all, I want to see them a little bit more at the distance. And second of all, you would think that they would not mow the grass or something like that. So I want to maybe go for like two to three in terms of the scaling. And now if I, for example, paint, you see, we get something much larger. Now, what I'm going to do is I'm going to set by density to 0.2, probably. And 0.1 maybe. Yeah, I think 0.1 is a good one. And then what I'm going to do is I'm going to go down here and let's set a random pitch angle to maybe like five or let's do maybe like ten. And what it will do is it will just add some slight rotations as you can see, to our grass. You can see it over C. So one is sticking a bit that way, one is sticking a bit the other way. So we got that stuff also done. That is looking pretty good. Now the last thing that I will do is I will quickly go into my mega scan, three plants, wild grass, open up the material. And just balance out the colors a little bit. So if we go in here, we have our color overlay, and let's see let's make that a little bit darker. And that's actually pretty close. If we just make it a bit darker, maybe give it like a slightly yellowish tone Now, you know what? Actually, no, I'm not going to that. I'm going to keep it white. There we go. Okay. And now what we can do is we can go in and, for example, temporarily deactivate the grass, grab our flowers, activate those. It's really annoying for me to see. That's why I love working in the fokecrem because then all of this stuff, it's easier. 2-3, also for you guys, and a pitch angle of, let's say, ten again. And now for this one, when I paint, I probably want to go much lower in terms like the amount. So 0.05, for example. Okay. So we have a few flowers and now if we go in here, open up the material and balance that one out also. So I don't know if it is the translucency strength. Let's set that one to Oh, no, wai, sorry, that one is fine. I was thinking about subsurface strength. Let's set the color overlay. Okay, looks like it. We just need to make this really dark and then it does fit in quite well. Okay, so we have already balanced those out over here. Now, at this point, if you want to paint and the grass and the flowers at the same time, what I would do is I would simply now go in here and do the same thing with our density, and or we can use our radius actually for this one. Let's set our density, first of all, to like 20 and our radius to maybe like 50. And let's have a look. So now if I activate everything, go to my paint and set this back to 0.2 or sorry, 0.1. Let's get rid of this one, and let's paint. Perfect. See? So now we have a radius, which means that we don't have too many flowers, and that is looking nice. So we got these pieces. Now what we can do is we can go ahead and just, like, paint this and we can actually make this quite large in terms of like a brush scale. And I will first of all, once I've painted this, see if it is even visible, it looks like it is visible from quite a distance. So this might look quite nice. It's a massive amount of foliage. Like here we are placing thousands and thousands of foliage bits, but that's why I'm not going to place too many of them. If you often do this inside of your actual shader in your landscape material, then it will be a lot more optimized because it is camera based, which means that it will only pop in at, like, a specific distance and stuff. But what I can do is I can go in here. And let's for now, paint it like this and just have a quick look. Yeah, I feel like if I would, for example, go to select mode and I would set my screen space at 2000 or 200. Yeah, here, see, so you get, like, the grassy fields. Uh, I don't know. Is that look? I'm not sure if it is too big. That's what I'm wondering if it is too if the fields No, actually. Yeah, yeah, it's a little bit too big, but that's good because now I can show you another technique. So they are a little bit too big. What we can do is we can go into our foliage. We can select our flowers and our grass and everything like that. And then what you want to do is we want to go down here and I'm going to set my scaling from 1.5 to 2.5. So bitsmall. And now you might think, Yeah, okay, but my foliage is not updating. This is because what you can now do is you can go ahead and press reapply. And in the reapply, oh, yeah, you need to go ahead and just turn on your scaling and your scale X. And now, if you click on it, you can see. It's a bit difficult because it's a small screen, but you can see that it's updating. So it's updating with the new settings. So what we can do with this is we can just do like a massive brush. Go over here because we only have our grass activated, it will have updated all of our grass in one go pretty much. And now you can see here, see, a little bit more subtle. That's nicer. And once we've done that, we can go back to our paint. It looks like that we want to place this one a bit more than I expected. So I will place the dense areas on the flat part, and then where the hills are starting to really show, that's where I'm going to go for, like, less dense. So I'm going to go in here. And this one I want to have quite dense because it's quite a flat area. And you know what? I'm just going to carefully, like, paint in between our bits and pieces over here, and over here, at this point, you can't really see it anymore. Here we have another one that's a little bit flat, and then in these areas, I'm going to make it, as I said before, a little bit less. So we have this, and now I'm going to set my paint density to 0.05, and then maybe my brush size a little bit bigger. And then in these areas, I'm just going to, you can see, paint in some slightly less dense grass and bits and pieces. And where there's rock, I will just kind of, like, try and avoid it, and it's all just in the name of adding some more variation, pretty much. And for the very distance, I'm not going to place grass. Like you should not be able to really see that grass anyway because you will just see the train material. At this point, what I will do is I will actually make my brush size smaller. I'm going to hold shift and paint this one over here out because this is more like sandy. So let's paint this out a little bit, a bit further back. And now let's paint it in with less density over here, and you can see this as like fading out. So here you can see that we are adding less and less. And then at this point, I can set this to 0.02. And I can just kind of like scatter it around. And then later, what I will do is I will probably just place like a few extra bushes here and there. But yeah, so now we are going to go into the town and into the town, I do want to actually have dense grass because you can see it quite clearly. But on the outskirts of town, I want to first of all, kind of blend it in here. So now we are going to go probably for 0.07 ish. Now, let's do 0.1. 0.1 seems a bit more logical. And then mostly place it like a lot more precise. So sometimes I just change my precise, and I'm mostly just placing this around all of our pathways and stuff like that and extend this out. You can see when I'm painting right now that it is starting to get a little bit slower. So that's something we need to be careful. You can go up here and you can show the FBS. And the FPS, we are still sitting at around 30 FPS. I also I don't have the settings correct. So I will give you some settings which you can use to make sure that your FPS stays in, like, a pretty decent area. But it's okay. So I'm targeting probably like 24 FPS for something like this because I'm going to go way more intense. But even if it is 30 FPS, like a game, many games run on 30 FPS. So you can see that now if I would because I'm still doing, of course, my optimizations or not doing my optimizations, if I would optimize this, we can easily get it to quite a nice area. Go to go to 0.02 for a moment. And over here, I'm going to Also paint this out over here. And if we just quickly go to our camera angle, I'm literally painting in a place where you cannot see it. Okay, fair enough. Let's go 0.1 again. Here we have just patches of grass, same over here. Here there's training grounds, so there will be a lot less grass because a lot of people are walking on top of it and stuff like that. These areas I will have grass. I also need to just make sure that we don't have the screen space or screen space subsurface and stuff like that. But we can hopefully get something quite interesting. And yeah, it is already different than our concept because yeah, you can see little bits of grass here, but we are really going to go like a grassy land. So it is just kind of, like, covered in grass and stuff. And then later on, I will also balance it out based upon the camera. So I will add more or less grass based upon our specific camera angle because that is going to be like our hero shot, of course. I'm going to set my density on my price size a little bit bigger. We are now already sitting at over 10,000 instances of every single grass bit. So what I can do is I can also change the LODs and everything on the grass to make them a little bit motimize. I will show you that little trick in just a second. It's just going into your grass mesh and basically telling the LLD to only show LLD two or three, for example, so that it does not even bother showing the first one. But it should not matter too much because as you can see over here, it pretty much uses the billboard everywhere right now, and that makes sense because we are far distance away. It goes 0.02. And just give it small bits and pieces of grass here and there, like a very here, see. So just little bits of grass in some of these areas. Oh, wow, we are already at 30 minutes for this chapter. Time flies when you're having fun. But yeah, so we can see like we are getting some nice results out of this. And now let's go ahead and go into a cambngle and then we can have look. So yeah, little bits of grass here and there is fine. And then we have the really grassy lens in the back. I quite like that. The last thing I'm going to do is as promised, I'm going to go in here, set this one to like 0.1, or even higher 0.2, and just like, give it a little bit more grass in some of these areas over here to kind of show that there's just a little bit more dense foliage going on. Where people are not walking a lot. Oh, and I forgot to do it over here. So it's back to 0.1. For some reason, always a smaller brush is slower than a larger. But, okay, so that is looking pretty nice. We got small stuff like that. If you want, if we have close up shots later on, we are going to, for example, the specific close up shots like place some branches and stuff like that, just to make it feel even more organic. Let's go 0.02, and I'm just going to give, like, a few bits of grass because I feel like else this all looks a little bit too flat. So in some of these areas, I will just, like, place a few blades of grass that are just like leftover even after all the walking on top of them and stuff like that. And I feel like that might work a bit better. But then, over here, these fields, I'm just going to hold shift, and I really want to make sure that there is not a lot of grass going on over there. I still have no idea why this is happening, but okay. So let's do something like that. And since I'm here, I can just smell quickly go to my landscape, paint, grab my dirt layer, and grab the Alpha. And I just want to see if I paint in over here if it is still showing that white stuff. It is. Curious. Let's go sculpt, smooth, building flat. Okay, those were my tryouts, but now I don't know exactly why it is doing this. That is very strange, although from distance, you don't really notice too much. But anyway, so let's have a look at our camera actor. Let's save all of our pieces and look at that. That is quite a big difference that we have over here. Yeah, I quite like that. I think the last thing that I'm going to do, I know that we are way over time, but it is good if we just finish this all off in one go. Let's go to paint. Let's first of all, deactivate all of the grass, right, click deactivate, and just activate some of the shrubs. Then go into your paint, and just sometimes like a small brush at 0.1 density, I'm going to sometimes just have. Okay, so 0.05 density. I'm going to sometimes just click once here and there to add, like a few extra shrubs in the town as if they just kind of like left it there. And I think that will also look a bit nicer and just bring a little bit of these forward because they are such nice, high quality, so it would be a shame if we don't do that. Yeah, probably they probably wouldn't have it there, but a few here. You know, like a nice big one over there. See? So just Kind of hoping for, like, a large one here? Oh, no, I had it. There we go. Like a nice large one. Okay. Maybe another one over here. Over here. Yeah, that's cool. Like a few large ones again. And just kind of, like, go around and in some locations just place an extra one. Nothing too special, but it will look hopefully quite nice. Just to have that subtle difference. And also, over here, I did promise to place a few even though we cannot see it, you never know. There we go. And let's maybe, like, reduce a few of them. There we go. It's too much. Yeah. So, and, of course, I'm doing this quite quickly because it's tutorial, but you can spend a lot of time on this. Joe Just keep going and going and going to, like, more stuff and make it more interesting. But here, you can see, like, wherever there is no foliage in these areas, it really makes the building stand out. Then we still have, like, bits and spots of grass, and then, later on, we will have a polish wherei, for example, as you can see here. Over here. Well, I'll do that later on where we are just going to remove some of those grass bits that do not really look as nice and maybe, like, art little bits of grass. But I think we are starting to get like a really nice looking environment. Just for the fun of it, I can show you if we do, like, a full on render, how we would do it. So I have a few more settings that I will not be using right now, but if you go into your console command and actually, I will make a document that will be in your source files that is called Console commands. And these are some console commands that you can use to very quickly improve the look of your scene. So for example, we have the R tone mapper, and if I paste that one in, and you can also art this in your default engine ENI INI. But here, if I do this one, you can see that there's like slide sharpening. Now what I can also do is I can also set the R MIP LOD bias to one. O minus one, sorry. Okay, that one doesn't do too much. So these are just like a set list of, like, to increase static mesh LD bias, which will increase the LD meshes. Then we have our foliage LD distance, which is a big one. You see? So now we have our foliage sitting there, distant field, eight bit, but I think that one is already true, so we don't really need to do much about it. And yeah, so now I have increased that. So now you can see that we are running close like 30 FPS. And then if I would go in here and set my script since to 200, then you will see the fill quality. There we go. But now, of course, it will run at 15 FBS because we are rendering double the resolution. But as you can see, that is starting to look like a really nice looking environment. So let's go ahead and quickly go down to this over here. And let's go ahead and continue on in the next chapter where we will do a pass where I'm just going to place like a bunch of small assets on top of here and there, just to make this all look a little bit more interesting, but this will mostly be time laps. So let's go ahead there and continue to our next chapter. 17. 16 Placing Small Assets: Okay, so this chapter will mostly be just like a simple time laps chapter, and it's mostly because we are just going to place props. So I just wanted to do, like, a small little area, let's say, like over here just to add a little bit of interest, and that's pretty much it. So let's go ahead and go in here in our actors and here we just have, like, a bunch of stuff that we can use. And it's, honestly, it's just like I am going to Alsax actually get more props, but it's just placing some interesting props around that you can use, for example, like little tables, little chairs, chairs, all that kind of stuff. Here, maybe, like, some crates. Unfortunately, there's no collision because normally it would just place it on top of it, but that's fine. It's because this pack was not completely made for wheel engine, and it's more like just like a generic pack. But yeah, so it's just like adding some small stuff here and there that will just add a little bit more interest to our scene, especially from a distance. And that's honestly pretty much it. Sometimes you can also, for example, like some extra gates or something or gates, fences or whatever they are called, like this. And just, for example, duplicate them. And honestly, from this distance, you can kind of just move them like this. And that should also be fine, that kind of stuff. So, yeah, it's nothing too special. I'm not going to do too much work on it because I know that I probably will not get super close to it. However, after this chapter, we will have a police chapter in which we will also place our final camera angles. And when we do that, then of course, we can again, do some dressing specifically based upon those areas. But for now, that is not too special. So yeah, for now, we're going to just like things like placing flags and everything like that. In some of these areas just to show, which country it is or whatever, something like that. Like here, another one. So quite easy. Now, one last thing that I wanted to show you before I kick in the T labs is that we are going to go and most of this I will also do the timelaps because this is just really time consuming stuff, but it's literally just placing stuff. If we go to our treed assets over here, we have, like, a lot of stuff also including props, and that's kind of what we want. So we have props, and then we have like wheel sapery. Be careful, like what age you go for. What's this one? Or it's just some random spikes. But, yeah, so do be a little bit careful like which one you get. But, for example, you can go over here and get wooden wheels, for example, and then it's just a simple matter of downloading those. Also, if you go to historical, you might be able to, for example, go to medieval and in here, there are sometimes also like some extra stuff. So here, like storage, see? So now we get these really nice medieval storage containers and wood buckets and stuff like that that we are going to get. So what I will basically do is I will kick in the time labs, and I will do, like, a collection like this. In terms of storytelling for these kind of assets, we don't have enough assets to do like proper storytelling. So most of it is just going to be like some random placements like storages. And this is like the furthest extent from storytelling that we're going to have. But as you can see, it's already actually need to move it up. As you can see, I did not even design this. It has already been designed. So just keep that in mind. And if we have a look at our camera, what I will do if I press G is I want to have a little bit more storytelling around this area with the military, a little bit more story around the center over here, and a little bit more storytelling around here. But that's about it. And maybe place some small assets around this area and around this area just to break it up and maybe also like a few over here. But for the rest, I'm not going to really spend any time placing props that I cannot see. And that's just simply a time save in my case. So that is probably about it. So let's go ahead and let's kick in the time laps, and then we can get started by placing all of our final props. So and I 18. 17 Polishing Our Environment Part1: Okay, so we just finished placing, like, a bunch of small pops and everything, and it does make quite a nice and big difference. So what I'm going to do in this chapter or maybe it will turn into two chapters I don't know yet. We are going to do the final polish on our environment. But honestly, I don't think there's too much polish. From what I can see over here, I'm going to actually grab my notes with me. So we got, like, the planning, which happens to just be a story. And I like to write down, so I like to just have a solid look at my environment and see what I want to work with. So let's make this bit bigger. I want to um in remove grass in some spots. Okay. Add fog carts, play with lighting, angle, and for Density. Let's see. Maybe try to get more lighting highlights on back village. So over here, I can see a little bit of lights, but I'm going to try and see if I can maybe get a little bit more highlights here, even if it means faking the lighting. So that's another one that I want to do. So yeah, we got this stuff. I already like some branches and even some larger wood pieces over here to make everything feel a little bit more interesting. So, yeah, we got that stuff done, art or actually do post effects pass in which we will also do the color grading, which is actually quite an important one. Although I quite like the colors that we have right now, so I won't do too much of it. Play with water. That's just me seeing if I want to play around with, like, the see truness of the water and the color and everything just to see if I can get something a bit interesting, maybe play around a little bit more like the roughness. And let's see, is there anything else? Don't want to go too overboard because if I want to, I can just keep going and going and going. Add a few more shrubs to back mountain. And that's the mountain that I can see over here. It looks a little bit flat. But for res I really like the silhouete so that's looking really good. Okay, so I got that one done. Yeah, we got this stuff. Oh, yeah, of course. Add camera angles, and also polish based on camera. Angles. So that one just means that I'm going to add a few more camerangles, and then based upon those camerangles, I might want to like a few more assets here and there or fix some stuff up. So we have that stuff over here. Okay, perfect. That is our planning. Let's get started with the first one. So with the grass, I'm talking about, I don't like these few bits over here, and I have the power this time, so I can to change it. So I'm just going to contra a select everything and then just hold shift, and I'm just going to in some places, and might even be better if we do it based on a camera view here, see? Like some of these places, I'm just kind of like removing the grass a little bit. Just to also make room for, like, a walkway and stuff like that. Let's see. Yeah, let's do also like a little bit over here. Oh, yeah, and I'm also going to, like, play with terrain texture normals. That's another one I want to play with to see if I can maybe make the normals a little bit more interesting because the rain does feel a little bit flat right now. But yeah, if I want to really make the train like intense, like it's scent and everything, I would need to do a lot more work on it, but that would be a bit overkill. Like, I'm talking, like, fill on, like displacement and even more foliage that is highly specific, but then it can take me like 2 hours to just do the train. So for now, that's just not really worth it. So we got that one. Now, remove the fog cards. I already showed you in the beginning of the tutorial where I got these cards, but you can also find it into, like, your source files and into the description and everything. So if I go in here, I have imported them already, and this one is quite easy. So let's say that I have this and let's say that over here, I want to like extra foggy area, like there is just low hanging clouds. I can drag in my blueprint in the underscore FX folder if you have also downloaded this. And now with this one, give it a second to prepare the shaders. I don't know which side. Okay. This is the side. Here you can see that now we have something like this. What we can do is we can set the plane a scale, X and Y scale, and you should be able to see some movement in here, maybe if I tone this down. Yeah, it's very sub, but there is also some movement going on. And my idea is that we use these ones, and I sometimes do this. And then, for example, I use them to add some additional low hanging clouds. So let's say that I duplicate this, rotate it and duplicate it again. And sometimes I just, like, move them around a little bit. Here we go. See now we get, like, almost like a cut off between the two hills. So there's, like, this cutoff where we can see this hill and where we can see the rest. Now, I just want to see if I can maybe play around with these a little bit more. If you rotate them sideways, they will look a little bit more like just like ground for, and that's more what I wanted to. And then I messed up with my placement. I'm also going to, like, clean up this project, but I will do it off camera because it's just placing models. There you are. Okay, so we got this one. So what I can do is I'm also going to move this up and then I'm going to move it a bit further away. And then for this one, I'm just going to set my intensity, a little bit bigger, and maybe also my Y X is a little bit bigger. There we go. So actually, let's move it down a little bit more. Yeah, let's do something like this. So we got that one, and yeah, that's looking quite nice. It just adds a little bit extra. And of course, with this technique, you can also do much more extreme stuff, like you can see over here where you have, these wi tick fogart and everything. But I want to kind of, like, have this quite subtle. So yeah, we got this one. I think I will have one last one that is quite subtle. If I just duplicate it, that's going to be on the very edge over here where there is these farm areas. And then this one, I'm going to tone down the density. So it's just going to be a little bit of Oh, from this angle, I need to turn on the density again. Like this, maybe, let's try and, like, move this around a little bit. Let's see. Maybe tone down intensity a little bit more. Just something very subtle. Okay, so that's another one that I wanted to show you that you can do this kind of stuff. So that's pretty cool. So let's go ahead and also close that. Next one is play with the lighting angles and the fork density. Now, at this point, what I will just very quickly do to make my life a little bit easier is, let's just select all of this stuff and then scroll up again and everything that is not a model, you just want to hold control and deselect. So here sky atmosphere. Oh, that's annoying that it pushes everything down again. Landscape, really, that must be a bug because it does not normally do that. That when you select or deselect something that it literally just pushes you down the entire list. But hopefully, that's about it. I think it is. Yeah, there we go. And what I can do is I can just quickly drag this into models. Say for these one, you just drag them into the models over here. And then we have our sky atmosphere and the four cards. I also count those as lighting. So let's just go ahead and add those to lighting, and there we go. Now it's a little bit easier to work. Okay, exponential height for. We have our far off. Let's see. This is the current f off 0.03. I want to probably tone it down a little bit. Oh, it is very sensitive. 0.0 try 0.0 or 0.1, I mean. Yes, yes, no, yes. Ah, yes, but I want to grab another one of these cards and push them a lot lower. Uh, I only I feel like the transition is not nice, so let's now push grab another one and then move this one more towards the back. It is really strong, but I'm mostly just focusing on these angles. There we go. Now it kind of goes into the back. That's pretty good. Now we have this one, and I'm just going to duplicate it. Move it forward a little bit, move it down a little bit. There we go. So that one just kind of goes off to the side. Do I like that one? You can sometimes also select it and just turn it on and and then you can kind of, like, have a guess about if you like it or not. I'm going to make fog cart 08 and 04 less intense like it is fading out towards the side. And I'm going to make fog card 06 and 05. Also a lot less intense. Okay. So we got those done, and we got all of that fancy stuff done. Did I forget anything? No, volumetric folk is fine to have how we have it now. I think we actually did a pretty good job like alighting. I just want to for fun. So what you can do is if you want to play around with it, but you are worried about doing, you can always just go to rotation, right click and press Copy. And now you can just basically do whatever you want. Here, see, and just slowly rotate your light around and see what looks the most interesting. Here, for example, because this is, for example, also, quite an interesting look. So it's nice like this. I think this scene will work well with like a daytime scene. So now I'm getting a little bit more light on the back side. But now I feel like the light here at the front is a little bit too strong. And like this, it is way too strong. But I'm just rotating around. So this is like quite a cool lighting angle, but I feel like too many buildings are in the sun. So I think the lighting angle that we had was pretty good, but maybe try and get it also to show up a little bit more on our mountain and also catch the lighting in the back. So let's see. So this is roughly what we had before. So carefully, I think I think that's the one. Yes, because now we can see the light is catching this village, but the light is also sketching the roof, and this is still lit over here. So that's pretty good. Now, are soft angles already doing something? No, not really. So it looks like we are too far of a distance away from it for them to show. Soft angles just means the softness of your shadows, but they seem to be already fine. Temperature I'm fine with, like we have post effects later on. Let's see, intensity, 1.7, say 211.5, 1.7, let's so 1.5 in our intensity. The volumetric scattering, by the way, you can probably will see it's working. If I set it to 50, see how that volumetric fog that we have, becomes more intense. If I set it to one, see, it becomes wait, let me just press G over here. That's always the annoying thing that you need to press G like this, and then it will go away. So this is one. Five, ten. I think I'm going to set this to five. It's very, very subtle, but it is there. So let's set this let's set this to seven. And I think at that point, yeah, I'm probably not going to bother with light shafts, because those are mostly just when you are actually looking directly into the sun anyway. Cascade shadow maps, they are mostly just like the long distance shadow maps. However, right now they work in conjunction with the virtual shadows that Unule engine five has been released with. So we don't need to do too much of it. You probably won't even see many of the settings if I have a look. Yeah, see. So that's more I like Unule engine four heavy systems that you have there. We don't need to cast shadows on clouds because we don't have any volumetric clouds. So that's also looking good. Skylight, you are already fine, I think. Yeah, 0.03 if it set this to zero, 0.01, 0.05. Yeah, so 0.03 is already like the sweet spot. Maybe Zo pXO 25. Then, no. I'm gonna go pencio three. But yeah, anyway, so that is also already fine. Perfect. So we can now go ahead and check that one off. So this is pretty much our final lighting quality. Now what I want to do is oh, yeah, I get light highlights on the back files also done. So the post effect pass. Ooh, that's going to be an interesting one. What we're going to do? When I say post effect pass, I'm mostly talking about color grading. And after the color grading, we will truly have our final lighting setup for this environment. What you want to do is, first of all, it's going to Oops, post effect pass, I messed something up, so accidentally moved a window. There we go. Okay, in our post process volume, bloom exposure, we already did all of these things. We already did the vignetting. Then maybe let's make that a little bit stronger 0.75, just because for some reason, stronger vignetting on a scene like this gives more of like a fantasy feel to it. And now this is the color grania we want to work on. And here's the color lute. So this is what we're going to create. However, before we do that, I just want to quickly double check that trace reflections is Yeah, all that stuff seems to be fine. Okay, it looks like that that is the only thing that we need to do. Color grading lute. That's going to be a fun one. Now, what that basically means is that we are going to go into Photoshop with an image that we have right here, and then we are simply going to adjust the colors inside a Photoshop and using a Lute, which is basically like an RGB color information channel, we can then basically get those colors or those color changes back into Unreal Engine five. Sorry, I started to startter a little bit. So what we are going to do is we need to go down here. High resolution screenshot. Also, before you do that, always just press save because high resolution screenshot takes a lot of memory from your scene, and that might make it a bit slower. We don't need something too strong right now. We can just set this to like two, and then all we need to do is just press capture. And then if you quickly click on this pop up over here, it will open up your screenshot. So see? Now, this screenshot, of course, it looks a little bit blurry, not too nice. That's because we don't actually have that high of a screenshot that we've taken, but that does not matter. I just need to be able to see this scene. So having this, what we can do now is we can go ahead and open up Photoshop here we go. So that's open up with our image. Now if we go and go to Google and just type in Unreal engine color Lookup table or Lute and then you will get to this documentation page. But of course, I will add this one to a folder. This will explain exactly what it is and how to use it, but what we are going to do is we are just going to go down here to this note, and this is basically a clean lute which, in general, means that it does not have any color grading on it, which means that we can just push our color grading on this one. So you just want to right click and press Save Images. And there will be a folder called LUT inside of your source files for which we have this one in here. Next, all you need to do is you need to go to Voteshop and quickly just add this lute on here. I also actually like to go ahead and set my image mode to 16 bits over here. So image mode and then 16 bits, just because I feel like having a high range often works better. And now what I want to do is, this is the latest technique. So I've used many different techniques. You can use Lightroom. I've used DaVinci Resolve for more complex scenes. But I found that the quickest way to do this one is to, first of all, hold Control and click on your RGB table. Go down here and add a solid color. The reason I want to do that is just so that I have a quick mask that I can use. Then what I do is I select these two and just turn off that mask, right click and press merge layers so that they become one image. And then I like to go to filter and then camera raw filter over here, and that gives me just like a bunch of settings similar to light room very quickly. And then based upon that, we can, of course, do some balancing. Now, I don't think there's too much balancing that we need to do. We cannot really follow this one because we are making our own thing. So if you have this, you can go in here. And let's say that we, for example, want to change the temperature. Not everything will work with this. So it's only overall colors. You cannot, for example, start painting in specific colors in specific places. That would not work. And also things like sharpness and everything does not work. It's just the color information. So I can go to my temperature, for example, and I can, for example, make it feel like a colder day or a warmer day. I'm going to make this a tiny bit colder to around minus two. Next, we have our exposure. So we can, for example, make things a little bit darker. We have a contrast to make everything like a little bit more contrasty. We can set our shadows to make our shadows very dark or very light, for which I'm going to go for maybe making my shadows like a little bit darker, maybe like minus two. Whites are often just like your highlights that you can use. So you can make the fog blow out a little bit more. I quite like having that around like plus 20. Texture clarity and dehaze, we have nothing because they won't actually translate, even if we use them, vibrant. You can use the vibrance to, for example, add a little bit more color, but I'm going to leave that seeing this what I want to do is, so I'm going to set my do I want to set my saturation a little bit more? A, or shall I just use vibrant? Yeah, yeah, let's use my vibrant to around plus 15, something in that range. But then if we go down to not color grading, Color mixer. And here what we can do is we can adjust the individual colors. So for example, I can go to green, and I can actually make it more yellowish, or what I can do is I can give it, more of saturation. So you can see that we get, like, a greener environment. See? It's quite subtle, but we can do stuff like that. Now, I was more interested in yellow because my yellow, I want to just see if I can play around with my saturation here. See a little bit to make the sunlight a little bit more tone down. I can, of course, also do this by just changing the temperature, but since I'm here, anyway, it is sometimes just nice to just quickly play around with this. And maybe like orange over here. We can also just like tone the saturation of our orange down just because we have a lot of orange elements that are a little bit too over the top. And let's see. So yeah, we got our green. Now our blue. Oh, yeah, blue as ocean. So we can here I want to make the ocean, like super intense and stuff like that. But we can also, like some general changes. So I'm going to set my u a little bit higher and my saturation, a little bit more. I'm probably going to go back into basic and probably set my temperature back to zero. Oh, damn. I accidentally press Enter. Do not press Enter because then you get this effect. But that's okay. We can just go to filter camera again and just the settings that we already changed just don't change them. All of this information will be stored. So we can now just go ahead and continue on where we left off and just keep playing around with it. Shadow Color, I actually like to do that inside of the engine. That gives me more flexibility. So let's see, right now, we have this our stronger blue. I wanted to see if I maybe needed to do something. No, because the stronger blue is like willy in the air, so that is fine. We have a red. Okay, so our red is willy sitting in those areas. I'm going to maybe make it a little bit stronger plus five maybe. We have a orange and our yellow now still. And I think what I'm going to do is maybe want to take down the luminance a little bit, which makes them a little bit more intense. But it also makes them like a little bit darker so very little, like minus one, minus three, something like that. And I think that pretty much does. Yeah, all of these like the effects don't work. Optics don't work. Color grading does work, but I don't like the menu that we have. The curves do work, you see. So if you want, you can use the curves to, for example, maybe, tone things down a little bit more. Oh, yeah, yeah, I quite like that. So it's starting to feel a lot more realistic. And then what we can do is we can just press Okay. And now, if you want, you can go in Oh, no, wait, actually, we can do this in the engine. I wanted to show you the difference, but let's just do this in the engine. Why not? So we can now go ahead and hold Control and select this mask so that it will select this one. And then if you go to Image, well, first of all, you can do a save as. So let's do a save as. And let's just call this Lute underscore 01, just like a backup. And now what you want to do is so you want to select your color lute, go to image and crop so that is all that is left and then do save a copy. And this time, save it as a PNG file. That's quite important. Lut underscore 01, and then just go ahead and press Save. Okay? And if you want at that point, you can just press Control Z to go back to your original image. Now, if we go ahead and we go inside of our engine, we can go to Tutil textures make a new folder called Lute, for example. And then if you just import Lute 01 like this, now, it would not work yet. This is because you need to open it up and you need to define it to be a Lute 01. You can do this in the texture group, scroll down and find a color lookup table. And now you can see that it has the full range. So if you save, what we can do now is now you can see the magic happening, turn on your lute intensity and your grading and then if you drag this in Boom. There we go. So now you can see the difference. So if I go ahead and turn this on off, you can see before, after. Before, after. It is subtle, but it is there. And because as I said before, I was already quite happy with, like, what I had so far with lighting. Now, at this point, what I'm going to is I'm going to make my window a little bit bigger, go to my color, post process volume, go to the shadows and remember how we already did this a little bit. So I want to just see if I can playgrounds. And I think I'm going to make my shadows like a tiny bit more blue. This is more like going off feeling. So it's up to you to decide what you want. And also, even with color lute, you can now also balance things out like this. I think I'm quite happy with this. I don't think I actually changed too much, but it's salts key. And next, I'm going to go to Global and my contrast, and I'm probably my contrast to be a little bit less. So like a tiny bit, 0.95, for example, just like toning down a tiny bit, and I think that's looking quite nice. Yeah. So let's say that we have our post effect pass. Now, for our water, that is another one. Oh, we are way over time. Let's split this up into two chapters. In the next chapter, what we'll do is we will finish off all of our polishing, and that will probably also be the very final chapter because then we are pretty much done with our environment, and I will show you, of course, how to create some really nice, high quality screenshots. So let's go ahead and continue with this in the next chapter. 19. 18 Polishing Our Environment Part2: Okay, so let's continue with the final chapter. So I was going to click on the water and go down to the second one and then just find our material. And all I really wanted to do is just see if maybe I can play around with the water and just see what I can get. That's basically it. One of the things that I was thinking about is maybe like the roughness, because it's, like, super shiny right now thanks to the rate raising, but maybe we want to make it a little bit less shiny. Which in this case, Oh, that does not give a nice effect. Never mind. If I said, Okay, so zero is super shiny, so 0.1. And let's try a specular. Okay, a specular just makes it. Yeah, it does make it less shining, but it's not exactly what I'm looking for, to be honest. So specular let's do around 0.8. And then we have a finel roughness, for which let's just keep this at like well, it was 0.2, let's to 0.3. So what you can see over here, these artifacts, that is the rate racing, which happens when your water roughness is a little bit lower. So I'm going to set it probably back to 0.5 or not. Now, let's keep 0.1. It's a balance. That's basically it. So the next one was that I wanted to go into over here my absorption, and let's play around with that. So ten. Okay, so ten makes it, that does feel more realistic. But it's like a balance. Do we want to have it like realistic or do we just want to have it like stand out? So one, ten. So let's do like 54 to five. Maybe the scattering, if I said this to do 0.2, no zero. One. Okay, so that does reduce the trou 1,110.3. 0.2. And then if I go now back in here and push this down to three, I think we got it. So I basically just tone down the blueness a little bit and the seerueness a little bit. I think yeah, I think that looks quite nice. Let's save scene. Now, next one, add a few more shrubs in the B mountains. Easy. That's just like some foliage stuff. So I can just go in here and we're talking about these mountains over here. Foliage, select everything and just Oh, my thing is in wait. Deactivate and then just only select the shrubs. Activate 0.05 in terms of the pain density, and then I just go in here. Just make that 0.005. And just like in some of these places, I'm just going to add a few more in here just so that it fits a bit better with the environment. How is that? Perfect. Awesome. Okay. That is also done. Next one, art camera Angles. There we go. Okay, so we are going to decide our final camera angles, and these will be used for, like, final screenshots and stuff like that. I'm going to go ahead and let's make a new folder called cameras. Plug in our first camera over here, saving our scene. And there we go. Just out of curiosity, I wonder what the FB. Oh, yeah, the FPS, I'm going to show you that, actually. Sorry, because I keep forgetting that. Go to your project settings. And what you want to do is you want to go down to Engine and is it in here or was it Where are you platforms? I can't just type FBS. It was on this one or Oh, yeah. No. No, that's not the one. Maybe it's in the editor tools. Editor preferences. Although I don't think so. It would be strange if it is in here, so it's called general settings. That's the one that I'm looking for, unless they changed it from Unreal Agent four to Unreal Agent five again. But, general settings. Frame rate. Okay. I typed FBS but turns out it's frame rate. What you can do here is you can do a smooth frame rate, and what you can say is I want to have frame rate sitting between let's say 24 FPS and 100 FPS. Then it will smoothly fluctuate between that, which will give you often slightly better effect. You can do a fixed frame rate, but often I find out that that doesn't actually do much. You can tell it to be fixed at 30, but it does not dynamically optimize your scene so that it always hits 30. So doing this one at a minimum frame rate of 35, that's fine. I'm curious. I think we are sitting at around 25 actually. Oh, no, here. Yeah, 35, 37. So here, we actually have a surprisingly optimize scene. That's interesting. Although probably when I would go in and change my console commands, give me 1 second. I'm just we can also because I want to do that anyway so that we can have a look. So the foliage one, the foliage LD Okay. Fair enough. Awesome. So that's nice. So I've seen this running quite quickly. So I just turned on the foliage console command so that I don't have those billboards. It will make it a bit easier for me to look at stuff. I'm going to press contra di on my camera. Go to Camera two. Set the movement speed a little bit lower. And I'm just going to basically try and find another interesting angle that I can use. I want to get some low angles, but I'm not sure if this is the best low angle I can use. If I do this, you don't see that we never actually finished the gate. To this one. It's to another one. And you can also play around with your field of view if you want. I tend to often just like, kind of leave it, but it is up to you. I don't want to go too close because, of course, I did not spend a lot of effort into that. So I'm just trying to find, like, some kind of interesting angles, something to show of the environment. And I don't need a lot of angles, but you can, of course, just spend a lot more time on this. But I do want to get, something that's a little bit interesting. Let's do This one, and I strategically place the tent over here because it gives me a foreground object, but it also hides a bit of, like, the train, and then over here, I can just, improve the train a bit. Let's do this one, and then the last one that I want to do, I want to do something a little bit more artistic, if I say so myself. For that, what I'm going to do is I'm just going to, like, go here and then, like, play around with my FPS to get like a distance view. Yeah, something like that. Just get something interesting. You can see this view, because literally the entire viomes interview, yeah, it becomes a little bit trickier for my FBS to handle. But that's fine. So our first view, of course, it's already Oh, let me just quickly save my scene because I had, like, a performance drop. Which can happen. Of course, in engine, your level also runs even slower than it does in outside of the engine. So this scene we already worked on now the next one because we now have the camera angles, and then we need to polish based upon the camerangles. This one, I'm going to just place like some extra basic stuff. So let's say, like some barrels or let's try to do some mega scans because they are often a little bit higher quality. Oh, yeah, another one. Um, polish rock colors, I will just add it to my list because as you might have noticed, I'm forgetful when it comes to that kind of stuff because I need to change some of the rock colours still. So what I can do is you see, like in some of these locations. I just want to go in. And what you can also do is you can always, if you want to swap out a barrel, just simply drag in a different static mesh, and then it will swap it out. I was actually hoping that the scaling would stay the same, but I guess it did not like that. So let's see. So that was Camerangle that was number two. So here, we got, like, a few extra barrels here and there. We got some wood, but yeah, like, in general, I guess this is fine. Maybe we do like another hoops. So I can't move like that. Maybe we can do like another one of these. That kind of place that over here. And then, of course, in your camerngles do twice, make sure that none of the assets are floating into the air. That is fine from a distance. But, yeah. So here we have like, Okay, so shipping yard and we can see, part of the village, and that stuff is interesting and good. Now we have this one. And for this one, what I'm going to do is I probably want to have over here one of these. So let's just browse to asset. And I want to have this kind of just sitting in front of the camera. Okay, like that. Next, what I'm going to do is I'm just going to go in and grab like I don't know. Maybe I'll like one of these pieces. Place these here. One of these. Maybe like another barrel over here. So that gives us some foreground props over here to look at that are quite nice and high quality. Next, what we're going to do is we are going to do a little bit of foliage painting here and there. So let's go into our foliage. First of all, let's save sin. For some reason, I'm starting to get a little bit paranoid by accidentally losing my progress or something. And let's maybe try and do like one swap here. I, Come on. Is this too small. It's 2.1. Oh, I quite like having like one with flowers. Or nuts. No, I don't like that. I want to have If I do this, it's probably better to go like a bit further back. So we do like one here. No, come on. Maybe like a small one here. Yeah. Okay, see? That looks already, like a bit better. And then maybe have another one. Come on. There we go. Over there. Okay. So that is it for those ones, and now I can deactivate them. I wanted to grab some of the grass, activate, paint 0.2, and make my brush size a little bit bigger. I just wanted to increase the grass amounts in some of these areas. You see, to get a little bit more interest. So this is super specific, but I do want to keep looking at, like, other came wrangles and making sure that it does not look silly all of a sudden on other camerangos. But this is actually blending quite nicely. So we got, like, bits of grass here. And now what I want to do is if we now deactivate, I'm now going to grab some of these larger what are they? Like wood boards. Maybe it's like 0.4. There we go. So we have, something like that. Basically, what I'm just doing is for this very specific angle, I'm just adding more and more stuff to make it look a little bit more interesting. Yeah, let's actually just grab all of these, activate those also. And let's see how that looks. Maybe, reduce a few over here and there. And like, add a few and just kind of, like, try and get something that looks a little bit interesting. Some of these areas. I think something like that will work. Let's have a quick look now. Other angles, Yeah, that's looking pretty good. And then the last one, we don't really need to do anything on it because we already got a pretty good view. So we can save this. So polish based on camera angles done. Last two, play with the train texturmals, which was mostly just counting for this one over here. Sorry, landscape texturmals, whatever you want to call it. And then we just need to go ahead and just fix some of these rock colors which are way too dark to be added here. So what I'm going to do is we have our dirt. I'm going to set that norm map strength probably to one. It would be nice if they had like a far normal map strength, but okay. I think I mostly just want to focus on, like, the scent. So patchy, mossy. Okay, so here is so for the far one, we end up using this one. If I now use this one, that actually does look a little bit better. How does that look? For some reason, now it does look good. Like in the beginning, it did not look good at all, but for some reason now, it seems to be totally fine to have stronger send over here. Maybe because we have more assets to break it up. Let's see. So another one that I then want to just double check because I think I replaced another one in here. Oh, not dry grassy, dry. Okay. No, so I did not do that. That's fine. So if we go also Cammarango tree. Yeah, actually, you know what? I just wanted to fix the scent, and it seems like that scent is doing what I want to. The dirt normal is fine. Maybe the grass normals can be a little bit stronger, maybe like 1.5. But I don't think it will make much of a difference. Yeah, you know what? I'm just going to leave it at that. And then finally, the very last one before we create our portfolio pictures is a simple one. Over here, we have these rocks, but of course, it does not really fit with the colors. So you just want to click on the rock, find the material, open it up, and it looks like for this one, the actual bido is really dark. So even if the bido tint does not work, which it does not, you might actually just go into the texture and set the brightness, for example, to two. Oh, and two actually happens to look to look fine. Like I'm fine with, like, the color. If you want, you can go in here and set the color to be a little bit more yellowish. See? Let's just copy this SRGB. So we got that one. And now if we go in here, I can, for example, do the same. I can set this one to two. Don't know which one this actually is, but we can then go to our Beto tint pace in the SRGB. I can go in here and find this one which once again, brightness two. Albedo tint. There we go. And I think this is like the last one. So another one brightness two. See? So it's not perfect, but it's just like such a quick change that people won't really notice too much. And then for this one, it looks like that we went a little bit too overboard with, like, the yellowish. So let's just tone that down a little bit. But let's have a look. I think this one I missed. Yeah, so let's also do this one, too. Albedo tint. Okay. And did I do this one? No, I think this is the very last one that I missed. Okay. Yeah, see, now, when we look at it directly, they are a little bit darker, but they fit a lot better. So that's looking quite nice. Don't know if I may also want to have, like, a screenshot that shows off like the rocks, but I guess that they are not like the most important pieces to use. So yeah, you can take as many screenshots as you want. Awesome. Okay. So what we are going to do now is, first of all, safe. And for your console commands, as I said before, I have this document included for you guys with all the console commands. Now, most of these are already turned on. Like, these three are already turned on automatically. This one is fine. This one is already fine. This one will not do much. So we have our foliage, LOD distance, and we have a tone mapper that are the ones that we really need to focus on. There were LOD problems on our actual buildings. It kind of depends for you if you want to fix it I'm not going to right now because I don't really see them, and I can always go down to IT LLD and fix it at zero. But even here, I can see almost no difference. Fix it at zero just means that it will use LD zero everywhere, like the highest quality. I don't know if you will see a difference in FBS, because unreal gi five is pretty good at handling high densities of geometry. Yeah, you'll see, so there's almost no impact. This is not such a large geometry intensive level anyway. Anyway, what I'm going to do when I want to create my screenshots, I always like to go ahead and get started by making my window a little bit bigger. Now, I am currently recording in ten ATP that does make a difference. So normally I record in four K or make screenshots in four K. And then, of course, the multiplier works differently. But anyway, first of all, RT Mapp I'm going to paste it in here. That will add a bit of sharpening. And then the foliage LD distance I already have done, but just in case I will add it again. And that we'll do the LD distance or foliage further away so that we don't have those billboards at the front over here. Now, if you have a look over here, you can see that everything is actually it almost feels a little bit too sharp. So I'm going to set my tone mapper to 0.3, probably. Then what I like to do is I like to set my screen percentage to 100 or 100, 200. Now, this will dramatically slow down our scene to the point that sometimes unreal even crashes. But as you can see it will literally be rendering this view a double the resolution so you can get a much nicer result. And then finally, for your final screenshots, I like to go into my high resolution screenshot. And at this point, I am going to do one extra save because this is the risky one. When it says multiplier, it means that it will multiply the resolution of this specific view over here. So if I set this to two, whatever this resolution is of this view, it will double it. Because we already have this rendered at 200, I will already be doubled. So what I can do is I can press capture, make sure that everything is fine. So you can see that now everything freezes and we can just see it crashed. Now, why did it crash? Two things. One, UnlgFive is a little bit buggy, but the second and most important one is that I went above the performance of my computer. As I said, it's very sensitive. I'm having a 30 90 graphics card, and you can see that even for me, this one is quite strong. However, normally it can handle it. It's just a little bit buggy because UnlegiFV. So then what you can do is you can just go ahead or you can try again, or you can just lower it down the multiplier. A way that you can lower down the multiplier while still getting high enough resolution is simply making your view really large. So if it would actually load in, I'll just pass the video. Here we go. So of course, because I'm looking for the highest quality, what I can now do is I can also go in here. And I do want to try and see the black bars. So I'm now just making my view even larger until I Oh, wait. The reason I don't see the black bars is because I'm not in my camera actor. There we go. So now what you can see, it will not actually render the black bars. I will just render what the camera can see. So I already added my console commands. Now what I can try to do is, for example, set the screen percentage to 150, little bit lower. And then I can go to my high resolution screenshot, start with one and press capture. Now you can see that that one was super fast because it will literally just capture this resolution. It doesn't need to do much. What we can do is we can right click and press properties on the image, and we can see that it is only 1,600 pixels. I like to go for four K. So I'm going to go to two. Capture Okay, so it still didn't crash. Now we are hitting at four K. Yeah, three K, three to four K. What I like to do now is just because I'm not in moot to twin and set it up again, and I know that I only need this resolution. I'm now just going to capture all of my camera angles simply by switching to them, press capture. And because of the tone mapper that we have, the difference 100-50% and 200% is not that big. So we can go in here. And also number four, like that. And now if I go in, you will be able to see screenshot one here, nice and high resolution, two, three, and four. And of course, at this point, what you can do. Oh, by the way, how are the if I set the LD at zero, Okay, so it looks like the mountains are just not very high quality. Was there a difference 0-1? Oh, Auto I don't see much. Now, another one that you can do or you can try and hire your screen percentage, or you can go in here for fun. And here, oh, yeah, here see. I already says large multiplies may cause your graphics card driver to crash. Let's leave it at two, but this time, what I'm going to do is I'm setting my screen percentage 200, and I will see sometimes even after restarting with the same settings, it will all of a sudden work. So now, it's crashed last time. Does it crash this time? No, see, it's willy random. Sometimes it crashes, sometimes it doesn't. Maybe it's because they are background programs or something like that, but I can now go in here and I can Ty and capture these, which means that this will become five K resolution probably five or six K something in that direction, which means that we have more than enough resolution in our images to do whatever we want. So you can go ahead and capture all of this. Here we go. And the last one, hopefully without crashing. You can see how slow that MPC is running right now because of this. But yeah, here, you can literally see the little leaves of the silhouetin the back, so that's why I like to push my screen resolution. Gonna set it back to 100. Go back to our original view. And there we go. Now we have this one. See, that's a lot more sharper already. That's looking nice. I like it. I think it's a very solid result, especially for, like, a tutorial, and it looks like the final resolution end up being Okay, that's weird. I expected it to be much higher. Maybe it kept. Maybe it kept at like this. On no wait because screen resolution does not increase image. Sorry, the screen resolution is artificial. It does not actually increase the image resolution. I completely forgot about that. Anyway, that was my last mistake for this tutorial because I'm going to finish this tutorial. Oh, that's pretty much it. Now, I think it was really fun, and I hope that this tutorial was useful to you guys. We went over quite a bit of stuff. So we did, especially like the landscape, creating and the water. Now, there were a few problems here and there, but I think it is good that I showed you how to fix these bugs instead of just magically having them all fixed and then you not being able to continue. For the rest, it was a lot talking about storytelling about what is like the time zone, how do the people live. Now, because of the limited assets, we cannot do an insane amount of storytelling. For example, I've worked on games that have like 16 to 20,000 assets. When you have a library like that, compared to like 200, yes, then you can do much more storytelling, but then it will also take much longer. So we really went for, like, a story where we just divided everything up in like four places, having a military base on the right, central market on the center, on the left, we have just a fishery and everything. And then in the very back, we have, like, the nice village. And it's quite nice that you can actually see the path going to it and everything. We went over foliage placement, bug fixing, polishing, lighting, post effects, all that fancy stuff. And I just hope that you enjoy just toil that is useful to you. And I hope that you are enjoying Un ReliFV as much as I do. Sure, there are a few crashes, but remember, at the time of recording this, it has only been released one week ago, even though the pre offers were already available for a very long time. So do be flexible with it. Set your out to save a little bit lower, and, of course, just keep in mind to keep saving. So that's about it for this Tutorial course. I want to thank you for watching FastTrack tutorials, and I hope to see you next time. And, of course, if you liked it, leave a good review. If you didn't like it, please feel free to contact me and see what we can do. So I will see you all later.