You the man bro! I've tried six different applications over the period of a day and a half and this is the only method that works for my caribbean heighmap needs. Thanks a million!
Man this beats what ive been doing as a beginner haha ive been hand sculpting and painting everything. Took me 4 hours to make a 80% realistic landscape!
@@ryanz2814 I know how to create landscapes from scratch but that was a liitle bit tricky for me , I wanted to include my village's height map of the area and I coulnt find informations that simple elsewere
Hey thanks man! I record these for guys on discord or in our studio, and just started sharing on TH-cam. I've been getting the bug to do something else. Anything you want to learn?
Ps. I must note that method resulted in my map having a sharp edge pattern along the entire landscape upon its import into UE4. My solution was to smooth out the heighmap data inside of TerreSculptor before the importing into UE. Worked perfectly. Also the real world scale was off in my case. I needed to upscale it by 221% in the XYZ.
I got really excited when he said "you're building a big neighborhood" because that is exactly what I need. But then it didn't happen lol. Any way you could continue this and show how to best manipulate the terrain to put houses and roads in? I can't find anyone who shows how to use spline roads, (especially Brushify), on top of height map created terrain. Would be a HUGE help! Good tutorial for sure though! Keep it up!
There's a plugin for Blender that does that quite well, sans materials. Just a lot of boxes for the houses. Decent roads and railways and waterways. Sorry, can't recall the name of it.
In 5.4.4 when I follow your steps the terrain appear 1000s of feet below the yellow and green guidelines. When I play the all I can see is the basic landscape you get when you click New Level.
Didn't you loose a lot of your hill(mountain height) when you changed the exposer? you also made the valleys and so on wider. I would like to see the comparison between the original exposer vs the reduced exposer one.
When you don't change the exposure, you end up will a landscape of spikes. Too much of that data carries a ton of height info to be useful before the exposure change.
I'm looking to get several pieces of tangram heightmap data into unreal (i.e. I'm trying to create an environment though just one 127x127 level isn't enough). how would you recommend doing this? I tried piecing bits of heightmap together via the level system in unreal though it wasn't too precise.. p.s. great video!
I set the grid system in 3ds max to unreal grid settings. its just cm instead of inches. And scaled it by eye based on the building an average car size block as reference. its not perfect. but I was able to round it off to a certain percentage that it connects an snaps together in unreal. I think the real size scalling in games looks smaller, or maybe we are so used to seeing worlds more expanded. For example in GTA building doors are nearly 3 meters tall and 1.5 meters wide.
And how do you know where and which roads will pass? Where will the settlements be located? In addition to this, I also apply the texture of google map in Photoshop, and then create material with it in unreal engine. This is a very painstaking work.😅
One question, when I create the landscape regardless of the resolution I put on it, the geometry always appears to me as if it had not been smoothed, that is, the straight and pointed pixels are seen; the alphas of the brushes do not generate any shape when applied, I do not know what else to do, I have tried a thousand ways to correct it, some solution please
As far as I know, you need a dedicated GIS software, like arcgis to do this. The other option would be to convert it to a .png or other color file. This can help. kanae.net/secondlife/bil2bmp.html
Hi. how can i contact with you? i need help with landscape. i need too make a landscape with a 400 squere km. can you explain how too make it with height maps?
Maybe, but you couldn't do a map like this all at once, you will need to use world composition and level streaming to achieve. Honestly the real world height maps for this are great because they look a little more believable. You would need to stitch together a massive resolution height map, at least 8k, double that would be better. Why such a big world? How on earth will you populate it? GTA V is like 10% that size.
same. I've been trying to get high resolution hightmap data for literally years, every time I try something new it's either way too much of a pain to be a viable method or it just outright doesn't work at all
Make sure you wait plenty of time for the height map to update on the site fully before capturing. Once you have the mesh made in unreal, you can always use a big soft smooth brush to "take the edge off"
2 years later still absolute gold dude! Awesome thx a lot!
Hey thanks man glad it helped!
You the man bro! I've tried six different applications over the period of a day and a half and this is the only method that works for my caribbean heighmap needs. Thanks a million!
Hey man glad it helped?
Man this beats what ive been doing as a beginner haha ive been hand sculpting and painting everything. Took me 4 hours to make a 80% realistic landscape!
kinda hurt my soul in a way, to find out that what took me hours could have been accomplished in like a couple seconds XD
Great guide. No time wasted and really appreciated the tip about the fog near the end. Looks great. Thanks
you sir just saved my thesis thank you very much
Thanks hah I'm glad I could help!
@@ryanz2814 I know how to create landscapes from scratch but that was a liitle bit tricky for me , I wanted to include my village's height map of the area and I coulnt find informations that simple elsewere
Thank you very much for this. Best guide on TH-cam.
Hey thanks man! I record these for guys on discord or in our studio, and just started sharing on TH-cam. I've been getting the bug to do something else. Anything you want to learn?
Thank you for finally making this action understandable!
Glad it helped!
thump up for affinity user!!.
Really nice explained
Thanks! Glad to help
very helpful. Thanks so much. Greetings from switzerland
Glad this helped!
I'd love to see you do a ue5 tutorial, your videos are easy to listen to
Love it ❤
Thanks buddy!
Glad to help!
Subscribed, liked and commented!!! really great tut.
Glad you like it!
Ps. I must note that method resulted in my map having a sharp edge pattern along the entire landscape upon its import into UE4. My solution was to smooth out the heighmap data inside of TerreSculptor before the importing into UE. Worked perfectly. Also the real world scale was off in my case. I needed to upscale it by 221% in the XYZ.
Hey thanks heaps for this, very helpful :)
Hey man glad to have helped!
This tutorial is very helpful thank you
Very well explained. Thank you.
Thanks! I hope it helped!
Thanks Ryan!
hello, where to download the brushs that you introduced in the video 12:27 ?
Honestly. I wish Unreal had a completely separate program for making maps. That you can save then drag into unreal engine editor.
Gaea
Thanks bro for this easiest method ♥️
Glad it helps!
I got really excited when he said "you're building a big neighborhood" because that is exactly what I need. But then it didn't happen lol. Any way you could continue this and show how to best manipulate the terrain to put houses and roads in? I can't find anyone who shows how to use spline roads, (especially Brushify), on top of height map created terrain. Would be a HUGE help!
Good tutorial for sure though! Keep it up!
There's a plugin for Blender that does that quite well, sans materials. Just a lot of boxes for the houses. Decent roads and railways and waterways. Sorry, can't recall the name of it.
Sculpt tools and ramp tools in the Landscaping mode of UE4?
In 5.4.4 when I follow your steps the terrain appear 1000s of feet below the yellow and green guidelines. When I play the all I can see is the basic landscape you get when you click New Level.
How do I download a full world map with the max detail, without stitching together?
any reason Tangram goes white when zooming in?
What does someone do if they're heightmap is 16 bit grayscale but the terrain still looks voxelized?
Amazing Video, thank you so much!! Subscribed! :)
Thanks! I think the next one will be the workflow for creating trims, efficient game models, and killer texturing with said trims.
@@ryanz2814 Looking forward to it! :)
Thanks a million 😊
Didn't you loose a lot of your hill(mountain height) when you changed the exposer? you also made the valleys and so on wider. I would like to see the comparison between the original exposer vs the reduced exposer one.
When you don't change the exposure, you end up will a landscape of spikes. Too much of that data carries a ton of height info to be useful before the exposure change.
Oh, man!! U re god!! Thank U!!
I don't know, but the hightmapper doesn't work for me at all. Resoution is very very bad and doesn't update.
I'm looking to get several pieces of tangram heightmap data into unreal (i.e. I'm trying to create an environment though just one 127x127 level isn't enough). how would you recommend doing this?
I tried piecing bits of heightmap together via the level system in unreal though it wasn't too precise..
p.s. great video!
I set the grid system in 3ds max to unreal grid settings. its just cm instead of inches.
And scaled it by eye based on the building an average car size block as reference.
its not perfect. but I was able to round it off to a certain percentage that it connects an snaps together in unreal.
I think the real size scalling in games looks smaller, or maybe we are so used to seeing worlds more expanded.
For example in GTA building doors are nearly 3 meters tall and 1.5 meters wide.
Holy awesome
Haha glad you enjoy!
And how do you know where and which roads will pass? Where will the settlements be located? In addition to this, I also apply the texture of google map in Photoshop, and then create material with it in unreal engine. This is a very painstaking work.😅
One question, when I create the landscape regardless of the resolution I put on it, the geometry always appears to me as if it had not been smoothed, that is, the straight and pointed pixels are seen; the alphas of the brushes do not generate any shape when applied, I do not know what else to do, I have tried a thousand ways to correct it, some solution please
You could either do some touch up with the smooth brush, or play with the exposure values on your height map until you get it right
great help, ty!
How do you open a bil file?
As far as I know, you need a dedicated GIS software, like arcgis to do this. The other option would be to convert it to a .png or other color file. This can help. kanae.net/secondlife/bil2bmp.html
Hi. how can i contact with you? i need help with landscape. i need too make a landscape with a 400 squere km. can you explain how too make it with height maps?
Maybe, but you couldn't do a map like this all at once, you will need to use world composition and level streaming to achieve. Honestly the real world height maps for this are great because they look a little more believable. You would need to stitch together a massive resolution height map, at least 8k, double that would be better. Why such a big world? How on earth will you populate it? GTA V is like 10% that size.
Now it's 2024, and this is still the most useful method in my opinion
Thanks! Glad it still helps
The black and white is so strange and creepy to me
Is freaking me out
Audio is a little low
photoshop name?
I use Affinity Photo
It just opens to a white page anyone else having this issue?
i believe its down? ive been having the same issue
same. I've been trying to get high resolution hightmap data for literally years, every time I try something new it's either way too much of a pain to be a viable method or it just outright doesn't work at all
its back up
my landscape looks like s**** !!! to jagged and low res
Make sure you wait plenty of time for the height map to update on the site fully before capturing. Once you have the mesh made in unreal, you can always use a big soft smooth brush to "take the edge off"
@@ryanz2814 iam using alpha brushes for landascape now. Great result! But Thank you
How can I find Brush08
I honestly don't remember where I got those alphas at all, but shoot me an email and I will dig around for some for you on my hard drive