Sounds crazy, right? I mean, who wouldn't want to single handedly place every single tree...and every single rock...and every single house...you get the point. Follow along to see how I built out this environment in only a small amount of time.
When I found height maps were involved in this creation process, I started thinking of mountains and wanted to create something like Alaska or a place with different types of terrains in a single area.
I used some reference from Assassins' Creed Valhalla because they always seem know how to get the atmospheric setting right.
Source: https://forums.evga.com/Ubisoft-Assassin39s-Creed-Valhalla-Game-Footage-Leaks-m3063864.aspx
Source: https://www.pexels.com/photo/wood-landscape-mountains-nature-792/
To setup the PCG, I need to start by finding a height map with mountains. I used a site called "Unreal PNG Heightmap" that allowed me to select a location anywhere in the world and retrieve its height information in a PNG format. I chose Colorado because I knew there were mountains there.
You can't paint without colors, and you can't build a PCG world without materials! This was pretty simple, I split out a single material into three using the attributes node and combined them using the landscape layer blend node. It worked amazingly!
Here I needed to begin with the three terrains I had in mind and go from there. The idea was Ice, Forest and a Desert-like terrain. Between each, I included a blend layer that contained other nature elements to add more visual appeal and help blend between the three primary terrains. My two blend elements were gray rocks between the desert and forest, and white snow clumps between the ice and forest.
Next it was time to start thinking about who inhabited this area. Again, I wanted a sort of naturalist viking-inspired theme, so I downloaded and added a few medieveal wood style homes using a spline interior that allowed me to customize their specific location at the touch of button. In addition, adding the road spline allowed me to do the same, and neither cross one another's path.
Another thing that would certainly help this environment feel populated would be to add humanistic elements such as carts, posts, and lighting. Here, I did just that.
This was tougher than I expected and the most important thing I learned from it is - do what your computer can handle. Initially I tried a 4k height map then tried painting information on and my computer basically crashed. Lessons learned but I think the project turned out ok in the end! Here are some screen shots of the final product.
Height Map: https://manticorp.github.io/unrealheightmap/#latitude/37.82280243352761/longitude/-105.029296875/zoom/8/outputzoom/9/width/505/height/505
Torch Model: https://www.fab.com/listings/b40acc92-21e1-4d92-9248-2ecce53fc99b
House Model 1: https://www.fab.com/listings/11199b02-5a33-4341-ad72-d4d21ece3290
House Model 2: https://www.fab.com/listings/0822ea27-ce2b-4f9c-8fae-11b9f45f042c
House Model 3: https://www.fab.com/listings/2a0dd0d8-933d-4b3b-be36-073149b0b3d6
Cart Model: https://www.fab.com/listings/d1cb5bc8-fcae-48c7-bf5d-f8bdc62fcc6d
Trees: https://www.fab.com/listings/1ac647da-b1bc-4e72-a56d-60aaeb6918e1
Snow & Stone: https://www.fab.com/listings/6602874e-ef24-48c9-9055-a7ac07384696
Misc: Unreal Starter Content Bundle