"Introduction to World Machine" covers everything you need to put you on a solid foundation to construct your own high quality terrains for film or video games.
Guaranteed to be the most exhaustive fundamental overview of World Machine's toolset online, I'll cover the effects of each node and how it can be used, and we'll give special coverage on the Advanced Perlin and Layout generators as well as Macro construction. No philosophy here or long-winded explanations; just functional and practical instruction to help you achieve your goals. Once complete, you'll also learn how easy it is to take your World Machine creation, texture it, and bring it into the Unity 5 engine.
At the end of the course, you will not just learn World Machine, you'll understand how other procedural texturing systems can benefit you.
A licensed copy of World Machine is not required!
This lecture covers the basic user interface from moving and zooming with the mouse, to describing the options and panels that are available, opening projects, preferences, etc.
This lecture covers the view where you'll do the most work. You'll drop nodes, connect them, select them, and modify their properties. You'll learn what outputs, inputs, masks, and parameters are. You'll learn how to modify the preview color, change the lighting, freeze node previews, and more.
Render your terrain in full detail by watching this lecture. You will grasp the relationship and importance of the extents and heightfield resolution which is vital in achieving a believable terrain.
Generators are where your terrain is born. We'll cover generators and what options are available for each.
Instead of rolling the dice on getting the look you want, the Layout Generator allows you to draw shapes with tons of options, making it one of the most powerful tools in World Machine.
Advanced Fractal Perlin is a commonly used and flexible noise generator, so it deserves special attention. We'll cover its parameters to help you understand it all.
Blend terrains, masks, and colors using the Combiners. You'll get much use out of these, so this lecture is quite important. Combiners let you blend with many different blend modes similar to those in Photoshop.
Filters are the workhorses in World Machine. Once you use a generator, you'll need filters to manipulate the terrain profile to get the shapes you need, often in sequence. This video covers them all.
Give your terrain some age by eroding it using several very special devices.
You may have made a terrain and colored it, but how do you export the data? This lecture will cover what you need to know.
Selectors enable you to mask areas of the terrain to help you perform blending tasks. Let's see what they can do here.
Generate normal maps, splat maps, split RGB channels, Colorize by gradient remapping.. Converters do all this.
Parameters and flow show off the parameterization capabilities of World Machine. Once you being making macros, you'll see how useful this can be.
The Tools tab has some UI and graph workflow options for you to consider.
Learn about the extents size and heightfield resolution in this lecture.
Let's being to make the shape of our new terrain by using a variety of masking techniques and generators.
We'll ensure the borders of our terrain are generally flat by blending the mountain with a ground. The ground will be created in a special way using high pass, showcasing what a procedural workflow can do.
World Machine isn't just for terrains. Here we'll add small rocks to our terrain to help create a sense of scale.
World Machine isn't just for heightfields. We'll examine many different ways of coloring your terrain.
Macros allow you to modularize your heightfield development and are a crucial part of the workflow. They're also very easy to make.
I've taken the terrain and colored it using various methods, all of which I'll cover here.
Textures can be applied using the File Input node, then manipulated like any other bitmap in the Device View.
Let's construct a splat map to export into a game engine. What they are and how to make them are covered in this lecture.
It's easy to get your terrain from World Machine into Unity. This lecture shows you the simple steps involved.
Export the heightfield, setup the correct scale and layer materials, all for the Unreal Engine.
There is more to learn from your installation of World Machine. Special scenes are included, so be sure to check them out.
My name is Peter Sekula and I've been an experienced Senior Environmental Artist for over 12 years. In that time, I've worked on industry titles such as the Tom Clancy's: Ghost Recon series, Rainbow Six series, Far Cry 4, and most recently Tom Clancy's: The Division.
I'm also the founder of my own game development company, "Quantum Theory Entertainment."
I've always had a fondness for well crafted environmental art; be it traditional or digital, 2D or 3D. Composing objects in a scene and lighting them in interesting ways is immensely enjoyable to me. If one can create a sense of wonder and curiosity in the viewer, they've captured them and can guide them on an interesting journey through visual storytelling.
As an Art Director in the game industry, I feel it's paramount to creatively illustrate game design intentions through art. One must always support the other. Then, create a visual style or language that draws the viewer into the world, beckoning them to dig deeper. This language, or rule set, is also used by the entire art team so they too can understand and better execute the direction even with their own ideas.
My interest started with toying with 3D software at home, then taking that interest further in college. This growing desire for more led me to an Environmental Artist position at Ubisoft where I designed and created maps for some of the most well known games in the industry. These skills then led me to a position of Lead and eventually Art Director, developing style guides and art direction for unannounced games for console platforms.
Composing scenes from the camera's perspective, texturing them to get a high level of detail, then illuminating the scenes are skills that I greatly enjoy and continue to this day. Anyone who is interested in critiques, feedback, or advice can feel free to message me.