Difference between revisions of "Landscape"
From polycount
EricChadwick (Talk | contribs) (MultiTexture link fix) |
|||
(One intermediate revision by one other user not shown) | |||
Line 1: | Line 1: | ||
− | + | Landscape also called terrain. | |
+ | |||
+ | Terrain can described with different approaches | ||
+ | *Terrain Cover: Vegetation,water,desert, dry,soil, snow, roads, buildings | ||
+ | *Landform: endogenic: internal forces ( tetonic, volcanic, hotspring)| exogenic: glacier forms, marine forms, karst forms (relief) | ||
+ | *Landmarks: high mountains,high plateau, low mountain, hills | ||
+ | |||
+ | And it can be further described by | ||
+ | *Terrain features: river,lakes, coast lines, roads, railways, settlements | ||
+ | *Natural ressources: soil,vegetation, geology, climate | ||
+ | |||
+ | In CG we try to replicate the reality. For this we use a heightmap. It describes the elevation in grey values from 0-255 | ||
+ | |||
== Terrain Modeling == | == Terrain Modeling == | ||
* [http://www.polycount.com/forum/showthread.php?t=127161 Track AND Terrain] thread on the Polycount forum. | * [http://www.polycount.com/forum/showthread.php?t=127161 Track AND Terrain] thread on the Polycount forum. | ||
− | * [http://www.polycount.com/forum/showthread.php?t=108030 Welcome to CeleryLand!] - by [http://www.futurepoly.com/ Jason 'futurepoly' Stokes] | + | * [http://www.polycount.com/forum/showthread.php?t=108030 Welcome to CeleryLand!] - by [http://www.futurepoly.com/ Jason 'futurepoly' Stokes], also see his [https://www.youtube.com/user/Futurepoly Youtube channel]. |
* [http://www.polycount.com/forum/showthread.php?t=91066 Pirate castle (UDK)] - by [http://ennelia.com/ Guillaume 'romy' Provost] | * [http://www.polycount.com/forum/showthread.php?t=91066 Pirate castle (UDK)] - by [http://ennelia.com/ Guillaume 'romy' Provost] | ||
* [http://www.polycount.com/forum/showthread.php?t=89151 Blade & Soul Environments] Polycount forum thread, plus info on large terrains in UE3 (Unreal Engine 3). | * [http://www.polycount.com/forum/showthread.php?t=89151 Blade & Soul Environments] Polycount forum thread, plus info on large terrains in UE3 (Unreal Engine 3). |
Latest revision as of 17:18, 29 June 2021
Landscape also called terrain.
Terrain can described with different approaches
- Terrain Cover: Vegetation,water,desert, dry,soil, snow, roads, buildings
- Landform: endogenic: internal forces ( tetonic, volcanic, hotspring)| exogenic: glacier forms, marine forms, karst forms (relief)
- Landmarks: high mountains,high plateau, low mountain, hills
And it can be further described by
- Terrain features: river,lakes, coast lines, roads, railways, settlements
- Natural ressources: soil,vegetation, geology, climate
In CG we try to replicate the reality. For this we use a heightmap. It describes the elevation in grey values from 0-255
Terrain Modeling
- Track AND Terrain thread on the Polycount forum.
- Welcome to CeleryLand! - by Jason 'futurepoly' Stokes, also see his Youtube channel.
- Pirate castle (UDK) - by Guillaume 'romy' Provost
- Blade & Soul Environments Polycount forum thread, plus info on large terrains in UE3 (Unreal Engine 3).
- How to make terrains for games - by 'choco'
- Erosion Terrain Tutorial - by 'choco'
- Best way to go about making Terrain? thread on the Polycount forum.
- (UDK) Helms Deep & Fort HornBurg - by Vincent 'ParoXum' Mayeur
- Landscape system in Unreal Engine 3 - by Epic Games
Terrain Texturing
- Terrain Advanced Textures - by Epic Games
- Landscape Materials in Unreal Engine 3 - by Epic Games
- Landscape Layer Blend thread on the Polycount forum.
- UDN UnrealEngine2 Vertex Blending Tutorial - by Epic Games
- Terrain Rendering in Frostbite using Procedural Shader Splatting - by DICE (Siggraph 2007)
- UE3 Terrain Tutorial - by Sjoerd 'hourences' De Jong
- EnvironmentSculpting#Tilable_Cliffs
- MultiTexture