Generating Caves with World Machine & Megascans
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Latest comments

this is an Excellent article, the way its set out with the vids and pics. very technical but not rambley. I learnt alot out of it.

by Eric
8 hours ago

Bob would have been proud

by Krzysztof Czerwiński
12 hours ago

Congratulations Lukas:) Amazing piece of 3D parametric shader:) thank You for sharing Your knowledge:)

Generating Caves with World Machine & Megascans
11 April, 2018

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

Use normal map maker to export your normals

Use Mesh Output node to export your mesh to your 3d package of choice

Import your mesh and use ProOptimizer preserving your UV maps

Use Bend modifiers to create different variations

A sample of different meshes used in the scene

Import to Unreal and Apply material (you can use your own setup, it already looks good with the normal map from WM)

Master material blends 2 main materials, put moss on top and can paint wetness on the surface

Example of material instance

The breakdown was originally published on ArtStation.

Source: ArtStation

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