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How are made terrain / ground in video games ?

Worraps
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Worraps node
Hello ! 

I'm planning to get on my very first environnement piece, in Unreal Engine 4. So I found my concept, but a the stage of the blockout, I'm wondering : what are terrain in video games made of ? I mean ... I doubt i'ts like a HUGE mesh with a 32k texture resolution on it, so how do I setup my terrain ? Are there a bunch of litte modular piece set together ? Is there a main piece that "support" the world, then you add plenty of modular piece to cover it ? 
Also, I've seen people using World Machine, or Subtance Designer to create height Map, wich I understand, but how do you make a 200*200m terrain with a height map ? 

For exemple : https://www.artstation.com/artwork/oAJKZz 
We can see there is a kind of "base" then the artist add the meshes he made. How do you control that base ? 

On this another exemple : https://www.artstation.com/artwork/68v66O, second picture, I really don't get it. Huge meshes set so the player can walk on it ? Are there some fake perspectives used on non-playable areas ? Like this example : https://www.artstation.com/artwork/lVo0A5. Is the castle in background in fact just really small to simulate it is far away from camera ? On this last example we can see many levels in the floor composition, what do you believe this floor is actually made of ? 

So much question.... Thank you for your answers ! 

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