I am building a huge map and am currently trying to figure out the best way to go about creating the terrain to be really unique and yet still be nicely optimized for game engine. (Im still deciding between UDK and unity)
My method is creating chunks, similar to minecraft(except meshes). Each chunk will be 100m by 100m, and the game will be able to load terrain and object distances with chunks.
By doing it in this way it allows me to create the map completely unique one small section at a time. Its less daunting of a task and allows me to focus in on the finer details that will make the environment feel real.
Currently my issue is how I am going to go about texturing and Uving each chunk of terrain. I would like to use multiple UV sets however I want one for lightmaps which only allows 1 for diffuse/normal/spec etc.
Is there a way to mix textures without using vertex painting?
Roads, rocks, and other such objects will all be separate texture sets. I am literally just focusing on the main terrain here, grass dirt, gravel what have you.
One idea i have is making each chunk load a unique texture, but this could get out of hand extremely fast. Currently I was thinking of using 1024 per chunk. which is 100 maps per every 500m x 500m of terrain. too many.
Should I completely scratch this method and just create my terrain in an editor.
Any suggestions would be amazing.
Replies
use those to texture each chunk. and create a 256 or 512 mask for each chunk. which would allow the other textures to show through. this is efficient and gives me pretty good control of the terrain painting on each mesh