What have YOU produced with World Machine? Call for submissions!

yep!

That’s some great looking work Nav.
Glad you can finally show it off. :slight_smile:

ooohs and aaaahs for that Nav. AWESOME. Must be really gratifying to see your model come to life like that! 8)

monks

I made a couple Terragen2 scenes using WM2 terrains here:

http://www.jafgraph.us/3D_Graphics_Pages/Terragen/tg2_5.htm
http://www.jafgraph.us/3D_Graphics_Pages/Terragen/tg2_6.htm

I modeled everything in Lightwave 9.6. I was really testing TG2 – to see how much I could throw at it (objects) and have quite a few additions to add in a few days.

Hey thanks monks…yeah it was alot of work but worth it in the end…can’t wait to make some more soon:)

Hi guys, this is my first post here. I finally scraped together enough money to buy WM2 after loving and using the basic version so much.
I make maps for an open source strategy engine Spring.
Heres some of the stuff (Keep in mind that its not utilizing the full potiential of WM because of gameplay considerations, and my old limit of 513 is finally gone!):







Thanks devs for making all this possible!

Beherith, ignoring whatever gameplay considerations you’re working with, I still think
these look great. I really like the second and third moon rock/asteroid ones! :slight_smile:

I can’t believe I haven’t noticed this thread before. :stuck_out_tongue:

These are 2 terrain tests I did in CryEngine2 a while back. The terrain and textures are from WM2 Pro. The maps aren’t playable though, they are just for show.

I made this terrain using World Machine 2.
The render is made with Terragen 2 and is a crop from a WIP using the same terrain.

Regards,
Terje

Hey folks,

just wanted to let you know that I’ve taken some of my favorites from this thread and posted them into the new World Machine Gallery thats now online.

http://www.world-machine.com/gallery/

You can now submit your images directly there!

One more. It’s a work in progress, but thought I might share it.
Rendered with Terragen 2.

Edit: Updated the image to a newer version.

Regards,
Terje

Trying some break up…think of the colors as masks for textures for use in game…lots of close up surface and color variation…

And maybe a better view of this from the top

…back on the old horse again…

Middle Earth DEM Project

monks

I recently modelled Mordor using a new workflow as part of the Middle Earth DEM Project I did terrain compositing, texturing and tiling in World Machine.

http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/Mordorscreen13.png

http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/Mordorscreen15%20.png

http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/Mordorscreen16.png

http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/Mordorscreen18.png

http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/Mordorscreen19.png

http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/Mordorscreen20.png

http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/Mordorscreen24.png

Cheers,
monks

Some more pics from the Middle Earth DEM Project, here’s some shots in the real-time planetary renderer Outerra (currently in early beta, pics posted with kind permission of the developers).

The terrain was modelled in World Machine, Leveller and Photoshop. Terrain scaled, eroded, built, tiled in World Machine.

I used the Carpathians as the basis for Mordor. The problem with that was that they are not young mountains like say the Himalayas with all of those sharp glaciated ridges, so I had to apply ridge sharpening in World Machine using the excellent Sharpening macro.The Photoshop processing removed some of the high frequency detail from the terrain so I replaced that procedurally in World Machine with the Advanced Perlin device while preserving the integrity of the valleys with convexity and height masks.

Mt Doom

]http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/Valleys.png]
]http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/transition3.png]
]http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/transition4.png]
]http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/screen_1315694989.png]
]http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/screen_1315695151.png]
]http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/screen_1315695179.png]
]http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/12_09/Moon1.png]
]http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/12_09/Moon2.png]

monks

Wow…

Here are three images I rendered in Terragen where I used World Machine for the terrains. I made the models (palm trees) in Lightwave.

Tests I´v been doing with Cryengine 3 SDK, all vegetation was made in 3Ds max and photoshop, the terrain and terrain textures were made in World Machine






A quick test of tilted strata.
I used a terrace device and into that I put a gradient device. The gradient goes into both the main input and the terrace modulation. Setting the gradient up takes a bit of fiddling but the results are not bad. You can get some wacky effects if you twiddle with the gradient and number of terraces. You can place the gradient too via the World Placement in the device. You can control the exact placement of the strata by using a layout as a mask.

http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/WM_tmds/MtMindolluin_strata5b.png

http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/WM_tmds/MtMindolluin_strata12.png

monks