Difference between revisions of "Landscape"

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About creating terrains for games.
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Landscape also called terrain.
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Terrain can described with different approaches
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*Terrain Cover: Vegetation,water,desert, dry,soil, snow, roads, buildings
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*Landform: endogenic: internal forces ( tetonic, volcanic, hotspring)| exogenic: glacier forms, marine forms, karst forms (relief)
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*Landmarks: high mountains,high plateau, low mountain, hills
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And it can be further described by
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*Terrain features: river,lakes, coast lines, roads, railways, settlements
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*Natural ressources: soil,vegetation, geology, climate
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In CG we try to replicate the reality. For this we use a heightmap. It describes the elevation in grey values from 0-255
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== 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]
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* [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 18:18, 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

Terrain Texturing


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