3d terrain modeling/workflow tips

Discussion in 'TZT GameDev' started by Agrul, Dec 17, 2016.

  1. Agrul

    Agrul TZT Neckbeard Lord

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    Anyone have any?

    I'm makin' a mountaintop scene in Blender:

    [​IMG]

    I started with a large, reasonably sub-divided plane and have been copying/pasting it repeatedly and slowly sculpting the result into a more-and-more mountain-like setting, but the whole procedure feels like a bit of a mess. Lots of having to glue together adjacent planes, and that gluing is fast but generally doesn't look very nice unless you massage it a lot, in which case it's no longer fast.

    Also is going to require me to either manually or w/ some scripting break the model down into a bunch of seamlessly not-quite-intersecting sub-objects once this process is done, and in the mean time I have an unmanageably large object that my PC complains about manipulating all at once.

    Haven't really looked super hard yet but my first forays into looking for workflows for 3D terrain creation mostly just turned up stuff for small-scale scenes - or, on the other end of the spectrum, for extremely large-scale but non-manual procedural generation (which I will use, but I'd like to intermingle it with hand-carved scenes).
     
  2. Sear

    Sear TZT Neckbeard Lord

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    34,658
    I'm no help on workflow for environments.

    There are a ton of Unity assets for 3D terrain/props, though (example: https://www.assetstore.unity3d.com/en/#!/content/18572). Dunno if you care about that or want something really specific for environments, but some are free.
     
  3. Agrul

    Agrul TZT Neckbeard Lord

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    48,117
    yeah i may try some of those. even the basic unity heightmap is an option; i believe it's optimized in the underlying C++ in various ways that are impossible for me to do with a mesh terrain

    i was reading in this thread that AAA studios supposedly stick to height maps for the most part, building the tops of caves or archways or what-have-you as standalone meshes to be dropped into a height map. that seems possible but pretty hard to do in unity's case, as i haven't found a way to open a unity height map in blender, so getting the dimensions of newly made meshes right would be difficult since i'd have to do it without seeing how the new mesh intersects the height map in real time
     
  4. Agrul

    Agrul TZT Neckbeard Lord

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    48,117
    hmm

    my little mountani scene hums along ok even on my shit PC with zero optimization

    maybe i don't need to worry as much about the complexity a blender-modeled terrain brings as i thought. unity chops up the meshes itself when they're too big (i think so it can do a better job occlusion culling), but it does a comically bad job. look at the weird 'paths' it cuts in the middle of part of one of the mesh components it made:

    [​IMG]

    like, i dont even.. what conceivable reason could there be for it to make the sub-meshes these super-complicated non-convex objects with random paths chopped out of them. just friggin bizarre

    i figure when i write my own big_object -> many_little_objects converter in python blender scripting i can dramatically improve on that, and that'll prolly be enough to make the terrain not a big deal optimization-wise

    it does lag a fair bit on my current PC but my PC gets FPS lag even on shit like LoL w/ all the settings hacked way down so i dont think that's really a fair benchmark