Hello. Took the day off and wanted to make some progress on those dunes again. I started by taking a step back and thinking again about what I wanted to achieve here and it’s somewhere between those two references.
Then spent most of the afternoon on Substance Designer. I managed to make some improvements that I’m happy with like that “Y branching” of the main dune shape and more convincing secondary waves. I’m quite happy with you it feels in Unreal Engine so I might move on for now and switch to the next step.
I didn’t want to rely on tiling textures purely for those secondary shapes and I’m glad they read well enough with just the landscape mesh. So next step might be trying to texture that sand dune in Unreal Engine?
It’s been a while! I’ve mostly spent my free time here and there on a large-sized terrain project in UE4 that grew on me lately (having bought and played a lot with World Machine!!) I’m heavily inspired by the Wadi Rum landscape but I also want to have massives and tall sand dunes which Wadi Rum doesn’t necessarely feature. So that’s what I’m focusing on for now, nothing serious, doodling and fooling around.
I’ve stumbled upon two references that struck me lately, the first one being those new dunefield they found on Mars which are totally unique and only due to Mars’ own atmosphere. The thing here to notice is that contrary to earth where we only have two patterns in dunefields (one large scaled-pattern for the dunes themselves and one small, centimeter-scaled pattern for the sand), we have one Mars a third meter-scaled pattern that leads to a very interesting and appealing look that I’d like to get. I wouldn’t mind having to rely on a fantasy vibe to excuse the dunefields not looking earth-like hehe so, we’ll see.
Anyway, the second one is a standard close-up sand texture but having that Mars picture in mind I thought it would be great if that pattern was actually a medium to large scale pattern. But there’s a lot going on here to lead to those shapes. Those secondary and tertiary sand waves that are born from the main wave are very appealing but are very hard to recreate.
I tried a lot in World Machine but gave up for now. I switched to working on Substance Designer to create 16bits heightmaps that I could later import into World Machine and integrate in the rest of the terrain… Experiments… experiments…
Here is a try at a 2 kilometers squared dunefield in Substance Designer and imported in Unreal Engine. I like some of those shapes and the scale of it while walking around with the player feels okay but I’ve not yet able to recreate those secondary and tertiary waves branching from the main one.
And here is a try at a close up sand texture. I will probably tweak it to make it match with the final dune/sand pattern that I will be able to achieve. Looks pretty random for now.
One more image. Here I’m focusing on a single Wave. I’m trying to get a bit the feel of that Mars reference. I like how I managed to get smaller and waves in one single side and fading in long strips the other side. But those waves doesn’t read like they are born from the main dune and so it looks a bit random.
Hey! I’ve started fooling around with Substance Designer today. First try ever, it’s been a while since I’ve wanted to try it and the software doesn’t disapoint. It’s so powerful!
I’ll be soon working on a great game with a super talented crew of artist from all around the world and Substance Designer is part of the workflow so I have to catch on and learn the software asap. I’m feeling confident since nodal workflows feels very natural to me but still, need to take this seriously! Tricky part is to make a readable graph to share with coworkers.
Anyway, here’s my first try. Result isn’t great and would have benefited greatly from studying references but I felt like I just wanted to see where the software would take me and experiment. I’d say not too bad for a first substance ever but the node graph is horrible as you can see haha.