Generating Caves with World Machine & Megascans

Generating Caves with World Machine & Megascans

Mauriccio Torres has recently shared a look at his latest cave project created in UE4.

Mauriccio Torres has recently shared a WIP shot of his latest cave project created in UE4. The artist has used Megascans, World Machine, 3ds Max and a character from Paragon to quickly set up a beautiful atmospheric scene. The thing is that Mauriccio has also shared a short breakdown, showing some details on the production process, so we can now learn some useful techniques.

Work in progress of a small personal project to learn more about World Machine, Unreal Materials, and Quixel Megascans. The character from Paragon is used as a scale reference (besides she looks cool).

Mauriccio Torres 

Use Randomize to export different variations of your heightmap

Import your mesh and use ProOptimizer preserving your UV maps

Use Bend modifiers to create different variations

 

Example of material instance

The breakdown was originally published on ArtStation.

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