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Pablo Rodriguez

Landscape

  • Initial Landscape Setup:
  • Enter landscape mode from dropdown
  • Default settings:
    • 63*63 quads
    • 11 section, 88
  • Change components to 12 for full map coverage
  • Set texture:
    • Use ‘MI_PrototypeGrid_TopDark’
      • Perfect for greyboxing
      • Shows topological view
      • Aligns with grey texture
  • Terrain Layer Process:
  • Base Layer:

    • Move map up ~2200 units (2 meters)
    • Use sculpt tool for lowest areas
    • Ignore lake and river sections
    • Adjust brush settings:
      • Lower tool strength
      • Keep large brush size
      • Use shift to push down
  • Middle Layer:

    • Bump plane to 2000 units
    • Use “flatten” tool instead of sculpt:
      • Set height with eyedropper
      • Paint to consistent height
      • Creates mesa-like geography
  • Top Layer:

    • Set to 4000 units
    • Flatten target ~4200 (2m above map)
  • Final Touches:
  • Add variety and detail:
    • Use noise
    • Apply erosion/hydro tools
    • Clean up outliner/folders
  • Additional elements:
    • Sky atmosphere
    • Sky light
    • Water plane/lakes
    • Player start at guardhouse
  • Key Reminder:
  • “Nothing is precious”
    • Can delete/change anything
    • Keep process fast and loose

This section covers creating a multi-layered landscape in Unreal Engine, starting from basic elevation setup to final environmental elements. Emphasizes quick iteration and flexibility in the design process.