- Sculpt and paint a Landscape, and say when the experimental Mesh Terrain is worth its rough edges.
- Populate ground with the Foliage tool and a basic PCG graph — and explain the difference.
- Build a sky that tells the time: Sky Atmosphere, Skylight, volumetric clouds, height fog.
- Give and take a production crit — specific, spatial, and useful.
10:00 · Brief Ground, growth, and sky
Exteriors invert the interior problem. Inside, you controlled every surface; outside, the space is defined by systems — terrain that must be sculpted, vegetation that must be scattered, atmosphere that must be simulated. The craft shifts from placing things to directing processes.
Two kinds of ground
The classic Landscape system is a heightfield: a 2.5D sheet you sculpt up and down, paint with layered materials, and rely on for anything large. Its limit is built into its math — no overhangs, no caves, no underside, because every point on the sheet has exactly one height. UE 5.8's Mesh Terrain (Experimental) breaks that: terrain as true 3D mesh, so cliffs can overhang, tunnels can bore through, islands can float. Experimental means what it says — expect missing tooling and sharp edges, and don't bet a deadline on it. But it shows where terrain authoring is going, and today you'll touch both.
Scattering: brush versus graph
The Foliage tool is a paintbrush that sprays meshes — direct, intuitive, and manual forever. PCG (Procedural Content Generation) is a graph that decides: sample the surface, filter by slope or proximity, spawn meshes with controlled variation. The difference matters when things change — repaint a hillside by hand, or let the graph re-run in seconds. In 5.8 PCG also tolerates manual edits without severing the procedural logic, which softens the old either/or. The workflow this course teaches: the system generates, you curate.
The sky is a light source
An exterior's mood is mostly atmosphere: Sky Atmosphere simulates the sky's color physically from the sun's angle, the Skylight turns that sky into ambient illumination, volumetric clouds give it weather, and height fog gives the scene depth cueing your eye reads as distance. Rotate one directional light and the entire world changes hour — that's the lever.
Mesh Terrain (Experimental in 5.8) replaces the 2.5D heightfield with a true 3D mesh — overhangs, tunnels, floating islands — and PCG now allows manual edits without severing procedural logic. The old procedural-vs-art-directed tension is softening. Discussion: if the system generates and you curate, where does authorship live?
10:45 · Guided lab A small exterior, systemically
One compact exterior — a clearing, a shoreline, a ridge — built with systems rather than placement. The lab is shorter today because crit takes the last block; work fast and gray where you must.
- New level, new ground
In your sandbox: new empty level, saved as
L_Exterior. Switch to Landscape mode from the mode selector in the main toolbar and create a landscape at the default resolution — big enough to feel like ground, small enough to manage. - Sculpt the landform
With the sculpt tools, rough in one readable landform — a rise, a hollow, a ridge line. Vary brush size and strength constantly; nature has no repeating brushstrokes. Two minutes of reference-imagining first beats twenty of noodling.
- Give the sky its physics
Add the environment set from Place Actors: Directional Light, Sky Atmosphere, Skylight, Exponential Height Fog, Volumetric Cloud. Rotate the sun to a low angle and watch the atmosphere respond. Pick an hour and commit to it.
- Paint the ground
Apply a landscape material with at least two paintable layers (grass and dirt path is the classic; layered landscape materials are covered on the projector). Paint where feet and water would actually wear the ground.
- Foliage by hand
Switch to Foliage mode, add two or three Fab meshes to the palette (grass clumps, a rock, one tree), tune density and scale variation, and paint one area deliberately. Note how long good coverage takes — that's the number PCG is about to beat.
- Foliage by graph
Enable the PCG plugin (Edit → Plugins) if it isn't already, then create a PCG graph and volume. Build the minimal chain — sample the landscape surface, filter, spawn static meshes — and watch it dress the terrain in seconds. Change one parameter and watch the whole distribution re-run.
- Touch Mesh Terrain
Time permitting: enable the experimental Mesh Terrain feature per the docs and sculpt one overhang — the shape a heightfield cannot make. File it under "where this is going," not "use it for Project 2."
12:00 · Workbench Practice, unhurried
No new material. You work on your own file while I circulate — this is the hour where the technique from the guided lab stops being something you watched and becomes something you can do.
- Finish the lab on your own work
The guided lab was built on the class example. Now do it on the piece you are actually submitting. That second pass is where it sticks.
- If you fell behind, catch up here
This is what the hour is for. Say so and I will come to you — do not spend it quietly stuck.
- If you are ahead, go deeper
Take the optional extensions from the lab, or push the piece further than the brief asks. Nothing graded depends on them.
- Ask the AI TA anything
The tutor on the course site is open all term for questions about how and why. It explains; you build. No agents in the work until Week 9.
- You hand-culled at least ten placements and can say why each was wrong.
- The PCG graph still re-runs cleanly after your manual edits.
- Frame time checked with
stat unit— scattered thousands are the classic silent performance killer.
1:15 · Crit / share Project 4 launches
Screens up, then a launch. Nothing is due today — this is the week Project 4, the Experimental Project, opens, and it opens one week before the CLI does on purpose: you scope it by hand, while agents are still off the table, and write the 300-word statement of intent that ships with it. Go round the room with the one-line version of what you intend to make. The room's job is to say where the scope is bigger than it sounds. Crit rules all semester: describe what you see before you judge it, and every critique names one thing to keep.
Homework — due before Week 7
| Task | Deliverable |
|---|---|
| Write your Project 1 post-crit reflection while it's fresh. | Half a page in your process log: what the crit surfaced, and what you'd change with one more week. |
| Keep Project 2 moving: apply this week's environment tools to your archviz exterior or context. | Visible progress in the archviz project — grounds, planting, or sky. |
Resources
- Mesh Terrain in Unreal Engine — official docs for the experimental system from today's brief.
- UE 5.8 release notes — the terrain and PCG sections are this week's reading.
- Epic Developer Community — Learning — landscape, foliage, and PCG courses; also your exam-prep source for next week.