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Grome Terrain Modeling with Ogre3D, UDK, and Unity3D

You're reading from  Grome Terrain Modeling with Ogre3D, UDK, and Unity3D

Product type Book
Published in Feb 2013
Publisher
ISBN-13 9781849699396
Pages 162 pages
Edition 1st Edition
Languages
Author (1):
Richard A. Hawley Richard A. Hawley
Profile icon Richard A. Hawley

Workflow/creation path


Creating landscapes isn't a rigidly defined process. If you had to define a flow through the creation process it would look like the following diagram:

Starting with the creation of zones, we edit our heightmaps, paint and texture the landscape before adding landscape features such as roads, rivers, and vegetation. Finally, we export everything. Depending on our destination platform we might skip one or more of these stages and use native 3D game engine features for them. If the scope of the game is small you might use GROME for heightmap creation and painting everything else in the Unity 3D editor.

It is possible at any time to go back and change the density of a terrain grid if you need more (or less) detail.

Tip

Document the export process

Make notes of all the export settings taking screenshots if necessary. You will forget which settings are needed for a particular build. Someone else might need to export the project and will thank you for it. Artists should have...

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