I've got a question about workflows for creating certain types of terrain.
In the first picture, you see the grass blends into the rock. You can see it in the second pic on the left as well.
So how are these sorts of terrains created in games like this? Is it just vertex blending? if it is, how do you get the perfect looking transitions.
Other thing that I wanted to ask is how do you go about modeling and unwrapping such large scale scenes like this?
Any workflows or thoughts on the subject would be appreciated.
thanks.
Replies
Modeling big unique scene is just.. doing it. Same goes with unwrapping. If scenes doesn't need to be so unique the tile-based approach would save more time