Once we're happy with the overall shape of the island we'll start applying the many texture layers. This is the subject of the next chapter and time to start thinking more about the technical capabilities of our destination game engines. In this chapter, we looked at heightmaps and the wide range of tools in GROME. We looked at how layers interact and modify each other then we went through the creation of selection masks and tools.
Argentina
Australia
Austria
Belgium
Brazil
Bulgaria
Canada
Chile
Colombia
Cyprus
Czechia
Denmark
Ecuador
Egypt
Estonia
Finland
France
Germany
Great Britain
Greece
Hungary
India
Indonesia
Ireland
Italy
Japan
Latvia
Lithuania
Luxembourg
Malaysia
Malta
Mexico
Netherlands
New Zealand
Norway
Philippines
Poland
Portugal
Romania
Russia
Singapore
Slovakia
Slovenia
South Africa
South Korea
Spain
Sweden
Switzerland
Taiwan
Thailand
Turkey
Ukraine
United States