UE5 - Sketching Environments
We begin by setting up Runtime Virtual Texturing to better blend the assets with the ground texture.
Using massive scale assets we then start to block out the bulk of the scene.
Then we start to bring in the large vegetation to establish the tone of the ambience.
To keep everything organised and manageable, we make use of layers and levels to separate each major stage of the build.
For example the large trees are on a separate layer, allowing to turn all of them on or off at once.
We then start to focus on the mid details, bringing in the smaller vegetation and rocks.
In a separate zone of the map we start to build the individual modules we want to use and pack them as level istances.
We then begin to populate the area with the various assets.
We conclude by bringing in some dynamic water elements using Niagara.
Sketching Environments in UE5. An overview of all the major stages involved in sketching out an environment and rapidly set the tone of its ambience.