Cave Project WIP - World Machine tutorial

Work in progress of a small personal project to learn more about World Machine, Unreal Materials and Quixel Megascans. The character from Paragon is used as a scale reference (besides she looks cool).

The article in 80 Level is here: https://80.lv/articles/generating-caves-with-world-machine-megascans/

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Use Randomize to export different variations of your heightmap

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Use normal map maker toe xport your normals

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Use Mesh Output node to export your mesh to your 3d package of choise

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Import your mesh and use ProOptimizer preserving your UV maps

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Use Bend modifiers to create different variations

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Sample of different meshes used in the scene

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Import to Unreal and Apply material (you can use your own setup, it already looks good with the normal map from WM)

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Master material blends 2 main materials, put moss on top and can paint wetness on the surface

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Example of material instance