00:00 We brought Mars to life crafted entirely
00:03 

00:03 with Gaia and Unreal Engine. Hi
00:06 

00:06 everyone. In this part of the tutorial,
00:08 

00:08 we'll focus mainly on Gia. We'll start
00:10 

00:10 by creating a mountain and blending it
00:12 

00:12 with our terrain.
00:21 

00:21 Then we'll build another type of
00:23 

00:23 mountain based on our reference and
00:25 

00:25 using various nodes, we'll try to give
00:27 

00:27 it a natural eroded look. We'll also be
00:30 

00:30 using the draw mode in this tutorial to
00:32 

00:32 speed up the workflow.
00:40 

00:40 Later, we'll go over how to export the
00:43 

00:43 project and fix common issues that might
00:45 

00:45 appear during the process. Finally,
00:48 

00:48 we'll take a quick look at how to import
00:49 

00:49 the maps into Unreal Engine and create a
00:52 

00:52 scene like this one.
00:55 

00:55 To start, we add a mountain range node
00:58 

00:58 to create some scattered elevations on
00:60 

00:60 the terrain, giving it a more natural
01:02 

01:02 look instead of a flat raw surface.
01:08 

01:08 Next, we add a mountain to the scene and
01:10 

01:10 use the transform node to scale it down
01:13 

01:13 and adjust its shape to match our
01:15 

01:15 reference.
01:33 

01:33 However, we're getting some unwanted
01:35 

01:35 bumps along the edges which can cause
01:37 

01:37 issues later. So, let's use a 3D
01:40 

01:40 transform to move the terrain slightly
01:42 

01:42 downward. Although, this might create
01:44 

01:44 some problems during export. Don't
01:46 

01:46 worry, we'll come back to this step
01:48 

01:48 later to fix it.
02:02 

02:02 Next, we add an adjust node to increase
02:05 

02:05 the height of our mountain.
02:10 

02:10 Now, we want to combine the mountain
02:12 

02:12 with the mountain range node. We set the
02:14 

02:14 mode to blend. And then by tweaking the
02:17 

02:17 position and scale of the mountain, we
02:19 

02:19 make it look closer to our reference.
02:39 

02:39 To make our mountain more elongated, we
02:42 

02:42 duplicate it and combine it with the
02:44 

02:44 original one. Then, to make it blend
02:46 

02:46 more naturally with the terrain, we add
02:48 

02:48 an erosion node.
03:59 

03:59 Now let's move on to the second type of
04:01 

04:01 mountain shown in the reference. We add
04:04 

04:04 a soft clip node and adjust its values
04:06 

04:06 to flatten the top surface of the
04:08 

04:08 mountain. Now we add a curve node and
04:10 

04:10 create a point near the start slightly
04:12 

04:12 higher to give the mountain a sharper
04:15 

04:15 edge at the base. Then to smooth out the
04:17 

04:17 top surface, we add another point in the
04:20 

04:20 middle and pull it downward. Now that
04:22 

04:22 we've built the base of our terrain,
04:23 

04:23 it's time to add some details. First, we
04:26 

04:26 use the contours node to create a
04:29 

04:29 layered mask across the surface. By
04:31 

04:31 adjusting its settings, we shape it the
04:33 

04:33 way we want and then use a blur node to
04:36 

04:36 soften the result.
04:45 

04:45 Now we combine the curve node with the
04:46 

04:46 contours node and set the mode to
04:49 

04:49 subtract so it carves out details from
04:51 

04:51 the main mountain. Next, we add two
04:53 

04:53 nodes, rock noise and rock shape, to add
04:56 

04:56 more surface detail and natural
04:58 

04:58 variation to our terrain.
05:17 

05:17 However, to prevent these details from
05:19 

05:19 affecting the entire scene, we create a
05:22 

05:22 height mask from our base and combine it
05:24 

05:24 with the detail nodes to achieve the
05:27 

05:27 desired Salt.
06:15 

06:15 Now to add some rocks around our
06:17 

06:17 mountain, we use the debris node and
06:19 

06:19 adjust its settings to get the desired
06:21 

06:21 amount of scattered stones.
06:46 

06:46 For the final detail, we add a cracks
06:48 

06:48 node to break up the surface and make it
06:51 

06:51 look more natural. and less uniform.
07:23 

07:23 Finally, we combine all the nodes
07:25 

07:25 together and use a transform node to
07:28 

07:28 move the entire structure to the desired
07:30 

07:30 position based on the reference.
09:09 

09:09 Next, for the distant mountains, we use
09:11 

09:11 the draw node. We open the painter
09:13 

09:13 window and by painting around the
09:15 

09:15 terrain, we're using shift plus click.
09:17 

09:17 We can erase areas just like we
09:19 

09:19 practiced in the earlier lessons.
09:30 

09:30 Now we can easily add more detail to our
09:33 

09:33 work using the wizard 2 node.
09:48 

09:48 Then we combine this node with the main
09:50 

09:50 node. And this gives us our final
09:52 

09:52 result.
10:32 

10:32 Now to add some surface bumps and
10:34 

10:34 elevations across the entire terrain
10:37 

10:37 similar to the reference, we add a
10:39 

10:39 screen node to the whole project.
10:54 

10:54 Now we're ready to export our work.
10:56 

10:56 First, we create a height mask for the
10:59 

10:59 mountain range.
11:12 

11:12 And by adjusting its values, we try to
11:14 

11:14 capture only the ground surface. To do
11:17 

11:17 this properly, we combine it with the
11:19 

11:19 final result and set the mode to
11:21 

11:21 subtract.
11:31 

11:31 We also generate another height mass
11:33 

11:33 from the final node for this process. We
11:36 

11:36 mark the result of this combination for
11:38 

11:38 export and name it ground.
12:25 

12:25 We also export the mountain height and
12:27 

12:27 rename it mountain. Don't forget to set
12:29 

12:29 the export format to PNG 16 bit.
12:33 

12:33 Additionally, since we'll be assigning
12:35 

12:35 materials to the screen nodes
12:37 

12:37 elevations, we also create a mask from
12:40 

12:40 it.
13:40 

13:40 Now we also need to export the entire
13:42 

13:42 project as a whole and name it total.
14:01 

14:01 We open Unreal Engine, create an empty
14:04 

14:04 landscape, import our total mask in
14:07 

14:07 landscape mode, and click import.
14:18 

14:18 Then we reduce the fog intensity so we
14:21 

14:21 can see the scene more clearly. As you
14:23 

14:23 can see the center mountain is missing
14:27 

14:27 and the reason for that is the 3D
14:29 

14:29 transform node we applied earlier. Let's
14:32 

14:32 test it by exporting just the mountain.
14:49 

14:49 As you can see, it exports correctly.
14:52 

14:52 However, the issue comes from using the
14:54 

14:54 3D transform node. So, it's better to
14:57 

14:57 use a regular transform node instead.
14:59 

14:59 Then, we can fix the edge problems using
15:01 

15:01 the clip adjust feature.
15:40 

15:40 Now that we've made some changes, we
15:42 

15:42 need to delete all the previous masks
15:45 

15:45 and reexport everything from the
15:47 

15:47 beginning. For testing, we'll export
15:49 

15:49 from the wizard node. And as you can
15:51 

15:51 see, it works perfectly.
16:01 

16:01 Now we can safely export our final
16:03 

16:03 results. As you'll see later, we'll also
16:06 

16:06 make some position adjustments to get
16:07 

16:07 closer to the reference. To keep the
16:09 

16:09 video from getting too long, we'll show
16:12 

16:12 this part in fast forward.
16:59 

16:59 In Unreal Engine, we start by creating a
17:01 

17:01 camera and finding a suitable position
17:03 

17:03 for it in the scene.
17:27 

17:27 Now to create the landscape material, we
17:30 

17:30 need to use our masks. So we'll export
17:32 

17:32 them first.
18:04 

18:04 I'm using these few materials from
18:06 

18:06 Quicksol, but you can use any materials
18:08 

18:08 you like. In this tutorial, I won't
18:11 

18:11 spend too much time on material
18:12 

18:12 creation. So, if you want to learn more
18:14 

18:14 advanced material techniques, you can
18:16 

18:16 check out the previous tutorials. We
18:18 

18:18 create a landscape material with three
18:20 

18:20 inputs for our masks and assign it to
18:23 

18:23 the landscape.
18:48 

18:48 Then in landscape mode, just like in the
18:50 

18:50 previous lessons, we match each mask
18:53 

18:53 with its corresponding material layer.
19:18 

19:18 As I mentioned earlier, I don't want to
19:20 

19:20 focus on material creation in this
19:22 

19:22 tutorial. So I'll show this part in fast
19:24 

19:24 forward.
21:40 

21:40 Finally, we increase the fog intensity a
21:43 

21:43 bit and by holding controll + L, we
21:46 

21:46 rotate the light to get better lighting
21:48 

21:48 in the scene.
22:20 

22:20 Now we can add the HDRI backdrop plugin.
22:22 

22:22 But don't forget to save your project
22:24 

22:24 first.
22:29 

22:29 Then we import an HDRI from Polyhaven to
22:32 

22:32 light the scene. Now we add the HDRI
22:34 

22:34 backdrop. Then increase its size and
22:37 

22:37 adjust its position. Finally, we assign
22:40 

22:40 our HDRI to it.
23:06 

23:06 Finally, we add two local fogs to the
23:09 

23:09 scene to make the overall atmosphere
23:11 

23:11 look richer and more immersive.
27:01 

27:01 Thanks for watching. Smash that like
27:03 

27:03 button, subscribe, and get ready. Part
27:06 

27:06 two with PCG and asset placement is on
27:08 

27:08 the