I wanted to focus on large scale natural landscape creation for this project. I used Megascans for the foliage and rock assets to focus on the landscape material and procedurality. I used WorldMachine to generate terrain heightmaps and splat maps to inform the two layer blend landscape material based off of what I could gleam from Eoin O'Broin's amazing Quixel demo! I also let the splat map inform where my UE4 grass type foliage could be populated procedurally. Finally, I took a few notes out of the UE4 Kite Demo for macro terrain variance, as well as camera distance operations. Overall I'm happy with the piece and I learned a lot!