So, i've been working with WorldMachine for a while and i'm quite happy with the results. The terrains are beautiful and realistic, and you don't have to be a guru to create something nice on it. However, i find that most terrains end up having too much detail and cripple gameplay.
I've been solving this by manually tweaking the terrain with the built-in engine tools, by smoothing and levelling some parts of the terrain in order to create a good gameplay flow. This, unfortunately, ends up being very time consuming. And if i want to change something in the WM source file, boom, i have to do everything again.
Do you guys face this problem too? How do you approach this problem?
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Or you could automate the erosion-baking process with some scripting. Save your game level, run a batch, and the erosion is automatically updated.
But as Eric said if you want to iterate on the terrain a lot while you are already in the middle of development then you have to seperate the backdrop. You can import multiple terrains in engines like Unreal. Or you create some meshes for backdrop mountains.
Last big terrain game, I used a custom in-house tool. Pretty much like Unreal and Unity's terrain systems. Though we added custom alpha brushes, so we could quickly lay down gullies with pre-created erosion already in them. A lot like Zbrushing, but very limited resolution. You can see some pics here.
Nice upgrade! I like how you did that lighting. Clever.
Do you usually "rock" sculpt stuff in this phase, adding detail, or just layout a rough guide for WM? On WM, you just erode and apply some soft noise?
Larger rocks and boulders I do seperate as WM can't do caves or rock placement. Canyons are in WM.