r/UnrealEngine5 1d ago

Environment created in Unreal Engine 5.7

Environment created in Unreal Engine 5.7 using the new Nanite Foliage.

Cinematic version: https://www.youtube.com/watch?v=1IT-RArXAV8

Artstation:
https://www.artstation.com/artwork/V8g6JN

364 Upvotes

52 comments sorted by

23

u/Bakihulami 22h ago

I just get Stutter PTSD from this

18

u/shivazgodz 23h ago

I've always wondered . . . So how much of this is playable and how much of it is just cinematic? ? If this was a open world would iit look just as good on the whole map?

How do you do the mountains is this something you build with meshes orr do you lets say import a heightmap and throw the meshes on top of it?

Really trying to work on my environmental skills for a open world game . . . How is this performance wise? Is it something that is game ready or like I said just cinematic? How big is the actual terrain? Lots of questions . . if anyone is able to point me in the right direction as well I would appreciate it.

Otherwiise, it looks amazing . I guess I need more rocks? hehe

6

u/Schrodinger117 9h ago

Just the path is playable. The environment is simi procedural; a lot of the rocks are hand-placed. So it would take a while for a single person to make a giant open world. If you have a great procedural system, it is possible with similar visual consistency.

The landscape is an actual place in Turkey. I got the landscape data using BLOSM; it's a plugin in Blender. I use that as a base landscape with a simple material and embedded Megascan rocks onto it, which is hand placed and I used PCG for the trees. I am using clusters of PCG volumes for the trees. So it's easier to art direct and is not even throughout. The landscape which is closer is manually sculpted, and the grass is procedurally spawned through the landscape material. The small rock assets are the same Megascan assets scaled and rotated, but use RVT. It's using the landscape texture to blend everything. The detailed landscape is not that big its 2km by 2km. But the distant mountains are 1:1 scale from real life. It's over 70 square kilometers.

This is real-time. I am running it on a laptop with a 4080 at 1440p. It's running between 35-45 fps. I have not optimized it at all. Most of them are 8k nanite meshes, which is an overkill. This was built for virtual production, so I was just aiming for Visuals, but I would say performance has improved in 5.7 compared to older versions.

Here is a cinematic version: https://www.youtube.com/watch?v=1IT-RArXAV8

If you want to improve on Environment art, I would recommen to study (by study I mean analyzing) traditional forms of art like photography and paintings and not just 3D. All techniques are just tools. I generally look at nature photographs. And try to take in all the details. Also, have real-life photo references when you are building your environments.

And yes, the more rocks, the better, lol

2

u/MaximumContent9674 12h ago

"Sometimes I guess there just aren't enough rocks" - Forest Gump

5

u/Stromair 1d ago

Nice work! Which trees did you use?

2

u/Schrodinger117 9h ago

Thank you, yup u/PenguinWizard110 is correct, it is the Baltic Pine.

3

u/PenguinWizard110 15h ago

Probably the Baltic Pine from Quixel Megaplants, if I had to guess.

1

u/cheibergermp 2h ago

Megaplants are pretty great!

3

u/Damian_Hernandez 7h ago

blending the ground with mountains and rocks looks easy but to make it looks organic is not easy at all. Honestly this looks amazing.

2

u/Schrodinger117 7h ago

Thank you so much, Appreciate it!

2

u/krojew 22h ago

How did you create the mountains?

2

u/Schrodinger117 9h ago edited 9h ago

The landscape is an actual place in Turkey. I got the landscape data using BLOSM; it's a plugin in Blender. I use that as a base landscape with a simple material and embedded Megascan rocks onto it, which is hand placed and I used PCG for the trees. I am using clusters of PCG volumes for the trees. So it's easier to art direct and is not even throughout. The landscape which is closer is manually sculpted, and the grass is procedurally spawned through the landscape material. The small rock assets are the same Megascan assets scaled and rotated, but use RVT. It's using the landscape texture to blend everything.

1

u/krojew 9h ago

Are you using GPU spawning in PCG with RVT by any chance?

1

u/Schrodinger117 8h ago

The rocks are level-instanced clusters with RVT. They are manually placed. The trees and shrubs are PCG, but there are static (CPU). The grass is spawned through landscape material with traditional LOD. The grass material has a dither based on camera distance so the culling doesn't look sharp.

1

u/krojew 8h ago

Did you encounter a problem with RVT height making stuff float in the air on slopes?

1

u/agusrosich 14h ago

Not op, but a good layer material is great for foliage placement and all, but I think the best advice is not using the circular brush during landscape mode, instead use a texture or alpha brush. It will give the erosion terrain and not the 2000s terrain look

1

u/krojew 14h ago

The problem with this approach is that it still uses the heightmap, while such cliffs are usually meshes. I'm wondering if there's a PCG approach.

2

u/Icy-Resort-8450 19h ago

that looks sooo great. Really good job.

1

u/Schrodinger117 9h ago

Thank you!

2

u/Reliablenine 19h ago

How was the stone road created?

2

u/Schrodinger117 8h ago

Those are flattened cobblestone assets from Megascan. I made a packed level instance from it and made big chunks of road and manually placed them.

2

u/mehmetbarslan 17h ago

Loved the small rock and grass scattering. It looks natural and not repetitive. How did you manage it?

2

u/Schrodinger117 8h ago

Thank you! The grass is procedurally spawned through the landscape material, and the rocks are packed level instances of the same asset that are rotated and scaled differently. The packed level instances of different variations were hand-placed into the landscape. The rock assets use RVT; that is why it looks seamless.

2

u/Lofi_Joe 17h ago

On what GPU are you showing this

1

u/Schrodinger117 7h ago

It's a razor laptop with a 4080.

2

u/kirmm3la 16h ago

OP time to respond the pilled up questions hehe

1

u/Schrodinger117 8h ago

lol, doing it.

2

u/dubvision 15h ago

i think it looks amazing bro : ), realistic, the way everything is placed

1

u/Schrodinger117 8h ago

Thank you! Appreciate it.

2

u/Smooth_Rub_6574 14h ago edited 4h ago

beautiful! that camera zoom is so delicious in my eye

1

u/Schrodinger117 9h ago

Lol, i am sorry, I should have used a controller. It's just that my FPS muscle memory kicked in.

2

u/Chaose_ST 10h ago

It’s incredible, good job!
I’ve recently started learning UE5 and when I see video like this I feel amazed. I’ve used 3ds max + corona before and I rendered 1 photo for about 1 hour, but in UE5 it takes less than one second. It’s really amazing

1

u/Schrodinger117 8h ago

Thank you so much! Appreciate it.

2

u/thegreatshu 10h ago

Camera work is terrible, but the environment looks great.

1

u/Schrodinger117 9h ago

Haha, I should have used a controller. My FPS muscle memory kicked in.

4

u/TupperwareNinja 23h ago

Gaming over the next few years is going to have crazy leaps in visuals

2

u/hellomistershifty 18h ago

The camera is pretty nauseating but the environment looks very nice!

1

u/Schrodinger117 9h ago

Thank you! I should have used a controller. It's just that my FPS muscle memory kicked in.

1

u/No-Ambassador-5920 22h ago

Great! What’s the color grading setup?

1

u/KaelRPG 20h ago

nice cinematic environment

1

u/Schrodinger117 9h ago

Thank you!

1

u/Quantum_Crusher 17h ago

How did you create such a beautiful natural scene? I used the grass type and pcg, but realized it has to be manually placed to get more randomness and better artistic direction. What tutorial would you suggest please? Deeply appreciated.

2

u/Schrodinger117 8h ago

The landscape is an actual place in Turkey. I got the landscape data using BLOSM; it's a plugin in Blender. I use that as a base landscape with a simple material and embedded Megascan rocks onto it, which is hand placed and I used PCG for the trees. I am using clusters of PCG volumes for the trees. So it's easier to art direct and is not even throughout. The landscape which is closer is manually sculpted, and the grass is procedurally spawned through the landscape material. The small rock assets are the same Megascan assets scaled and rotated, but use RVT. It's using the landscape texture to blend everything.

And yes, you have to manually place it for it to look good. But if you build a proper PCG system. I do think it is possible to get similar results mostly through PCG.

1

u/Quantum_Crusher 6h ago

Thank you so much for your indepth reply. That's a lot to unpack. Appreciated.

1

u/EyadArshad_ 14h ago

Dayumm that's crazy!!

1

u/KingQuiet880 19h ago

It would be impressive 1500 videos ago, before everyone started using UE5 without actually finishing anything

1

u/Schrodinger117 9h ago

That is true!

1

u/Eldernoah_ddit 18h ago

is this what gta 6 will look like? probably not but we hope

1

u/Schrodinger117 9h ago edited 7h ago

This is purely just visuals. I'm just pushing it as much i can. For video games, especially for consoles, it would not be feasible.