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So, using the sculpt tool, start to shape out the maze-like canyons. Imagining a series of tight canyons that the player will have to explore. If you are familiar with Southern Utah, that means arid desert, bright red rock, and interesting weather canyon and rock formations.įor now, you can just paint generally, not stressing too much about the exact, just get a feel for the flow of the level. As you click and “paint” across your landscape, you will see the heightmap change accordingly.Īfter looking through the Megascans library, you can try for your level to design something using the Canyons of Utah collection. Play with the brush size and tool strength to see different results. The sculpt tool will make broad and quick changes to your heightmap. While each tool is fairly explanatory, some are trickier to use than others.
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Your settings should look like this screenshot.
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As you will see, just 1 quadrant will give you plenty of space for most beginner levels. Feel free to make this as big or small as you need.
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The more quadrants you do, the larger your landscape will be. We are going to initialize a new heightmap using the fillable setting under the New Landscape section, and then use built-in sculpting tools to prepare the land in the right direction.Īll of the default settings will suffice. You will notice your tools on the left-hand side of the editor change. Once the level is cleared, navigate to Modes, then Landscape. Don’t delete the Unreal character mannequin or the camera you can leave the preloaded lighting information as well. First, delete all the geometry that is preloaded with the Third Person template. Now, while we are in Unreal Engine, we may as well get started on the foundation of our level! Unreal Engine has a powerful, intuitive landscape editor that is great for creating a starting point.
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