I've spent a few months looking at the awesome and inspiring work on polycount and now decided to join in on some of the crazy conversations
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I'm fairly new to 3d (name gives that away) i was wondering if anyone can help me with the below.
I've seen a fair few low poly rock tutorial, which helps for cliffs etc. but i cant get these tuts to work for mountains. I'm wanting the bottom of the mid bit of the mountain playable, do you can fall off the edge.
my problem is i end up with a way to highpoly version or something thats way to low and looks crap. I'm not the best at texturing so guess that dont help.
Hope someone can help or point me in the right direction. Keep up the great work guys
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Replies
Often games use a heightmap on an evenly-subdivided model, like 2 quads per meter or so. After sculpting the heightmap, the env artist uses multitexture to blend between multiple tiled textures. See http://wiki.polycount.com/Multitexture
You can also crash a bunch of individual rock/cliff meshes into it, for more localized detail. See http://wiki.polycount.com/EnvironmentSculpting#Rock_and_Stone
I'm doing a lot of this right now, and it looks pretty good. Can't show anything from work though, sorry.
Also take a look at Red Dead Redemption for some ideas, great terrain in there. For example...
At Naughty Dog everything is modeled by hand, no sculpting and no height maps are used when doing terrain/rocks. Good old fashion polygon modeling.
Start with large simple shapes, Extream blocklyness to the max. Then start adding in more defining silhouette shapes. Dont get hung up on any one area and add a bunch of detail. Keep it lose and focus on shape and silhouette. Your textures are going to be key to the selling of low poly cliffs, that and the silhouette. Dont worry about modeling in detail because you will never see it.
Those RDR cliffs are very blobby models with almost all of the detail in the texture. The rocks are focused on shape and form since you see them from all over the map they have to read just the shape they make from miles away. The textures give all the details that would be to expensive to cut into the actual geo.
For closer rocks we make rock instances and pretty much jam them into eachother. This also works for far away rocks too. You will just want larger rocks with less detail or scaling up your rock instances.
EDIT:
Thanks for the great workflow suggestions Autocon.
i know im just asking rather than giving, sorry for that, will contribute when im better
Thanks
I will keep plodding along and try paste some embarrassing attempts
Multitexture is the way to do this. Won't work in just a single texture, instead you blend together two textures tiled across the terrain, painting the mask to blend them where you want them.
Great stuff Autocon!
Any hints, what sort of size textures would u use, from a distance i can get it to look ok ish, but if u look at the pic with the scale (which is a tad too big) of my guy, when your that close to the mountain, the texture has to be awesome and its just not
[IMG]http://www.miatech.co.uk\sb\mnt.png[/IMG]
pointers please
Cheers
To do snow well, you'll want a detail modulation kind of technique, like discussed here.
The Snow and Ice of Uncharted2?