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World Creator 2. The creation of a fantasy world. Part 1 #Corona #Megascans #3dCoat #3dsmax

Continue to create the worlds for the project "The Forester". In this video I show the process of creating the world in the World Creator 2. Then export maps and masks in the 3dsmax. Render in Corona, as well as create clouds and fog in 3d-Coat.
Also I show the download Megascans materials and their use in conjunction with the resulting masks from the World Creator 2.







The content of the video:

00:00 - 00:24 - Intro

00:24 - 01:05 - Creating the first HeightMap in the World Creator 2. The use of filters Erosion Deep, Rocky Bumpy Hills and Swirl. Export the map.

01:05 - 01:33 - Creating Area using an exported map. Setting boundaries and Height Scale.

01:33 - 01:52 - the creation of the second Area using the same height map. Setting Border Blend Range and Height Scale.

01:52 - 02:38 - adding a third Area with the sculpting mode. The great Rocky Plateaus, Deep Erosion and Flatten this region.

02:38 - 02:52 - Editing the overall shape with a Custom Base Shape.

02:52 - 04:07 Adding textures. Setting Texture Distribution Properties.

04:07 - 04:39 - Export Displacement maps, Normal map and special maps for the mix Heatmap, and also OBJ for the reference in 3dCoat.

04:39 - 05:11 - create a plane for displacement, setting the scene. The purpose of the Displace modifier and use the exported HeightMap map from the World Creator 2. IPR render in Corona.

05:11 - 06:14 - adding a normal map using Triplanar Texture, to avoid the stretches. Create a reference of Corona Layered Mtl to mix the all materials by heatmap masks.

06:14 - 09:06 - saving the assets from the Megascans site. Use Megascans Bridge to import the materials for Corona Render. The creation of Corona Triplanar for each material and mix them according to the heatmap masks.

09:06 - 09:45 - Sinsce in CoronaLayered works only the first layer of Displacement, I show the creation of Displacement Mix. Mixing the different textures of rocks and mountains.

09:45 - 10:51 - setting up the Ref for 3DCoat. Import it and create the first layer of haze using the Voxel Sculpting tools and Sphere and Noise. Export the resulting mesh in 3dsmax.

10:51 - 11:10 - the Ending. Video preview of the other lessons. The subscription button and the button for support on the Patreon.
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Enjoy watching!
Best regards, Andrew Krivulya aka Charly.