Real Time landscape created with World Machine and zBrush. Rendered in real time with Unreal 4.
Showing posts with label tessellation. Show all posts
Showing posts with label tessellation. Show all posts
Thursday, September 4, 2014
Sunday, July 6, 2014
Volcanic Skybox
Volcanic landscape work in progress, inspired by a trip to Iceland. Created using Zbrush, World Machine and rendered in realtime with Unreal 4
Labels:
desplacement,
DX11,
game,
landscape,
real time,
realtime,
rock,
Ryan Watkins,
skybox,
tessellation,
UDK,
unreal,
unreal 4
Thursday, May 22, 2014
Tuesday, May 13, 2014
Modular Rock Work
Labels:
displacement,
DX11,
game,
landscape,
real time,
realtime,
rock,
Ryan Watkins,
skybox,
tessellation,
UDK,
unreal,
unreal 4
Wednesday, April 16, 2014
Game Environment using Unreal Engine 4
Realtime environment, rocks created using Photosculpt and Zbrush. Landscape created with World Machine. Rendering in realtime with Unreal Engine 4.
Labels:
displacement,
DX11,
game,
landscape,
real time,
realtime,
rock,
Ryan Watkins,
skybox,
tessellation,
UDK,
unreal,
unreal 4
Tuesday, February 4, 2014
Tuesday, July 9, 2013
UDK Realtime landscape
Here is some work in-progress of a landscape I'm creating for a personal game project. Rendered in the UDK using Direct X 11 tessellation and displacement.
Rock assets created using zbrush and again rendered in real-time with tessellation and displacement.
Labels:
desplacement,
DX11,
game,
landscape,
real time,
realtime,
rock,
Ryan Watkins,
skybox,
tessellation,
UDK,
unreal
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