Grome Terrain Modeling with Ogre3D, UDK, and Unity3D

More Information
  • Start a new GROME project
  • Learn the caveats and tricks of terrain scale in game engines
  • Create heightmaps using procedural functions
  • Use masks and layers to combine effects
  • Paint textures and map them using simple rules
  • Create 3D meshes of heightmaps for mobile games
  • Export heightmaps and splat terrain for Unity3D
  • Export heightmaps and textures for UDK
  • Export Grome scenes for the Ogre3D Graphite engine

Grome is an environmental modeling package that makes the creation and editing of large terrain areas an easy task. Grome has the ability to take huge datasets suitable for MMOs and simulations and this marks it as a welcome tool in a developer’s toolbox.

"Grome Terrain Modeling with Ogre3D, UDK, and Unity3D" shows you how to get to grips with this powerful terrain construction tool. This book walks you through how to create, edit, and export terrains to Unity3D, UDK, and Ogre3D.

"Grome Terrain Modeling with Ogre3D, UDK, and Unity3D" will guide you in creating new Grome terrain projects, splitting terrain into multiple zones, adding textures and ground features, and exporting your creations into a game engine.

You will be guided through the Grome toolset to create potentially massive procedurally generated fractal landscapes, adding multiple texture layers for different seasonal effects, and adding materials for performance enhancing lighting effects.

You will learn how to export your landscapes to the most common 3D engines; Unity3D (PC and mobile), UDK, and Ogre3D. It’s a powerful addition to any production pipeline if your game needs terrain.

  • A comprehensive guide for terrain creation
  • Step-by-step walkthrough of Grome 3.1 and toolset
  • Export terrains to Unity3D, UDK, and Ogre3D
Page Count 162
Course Length 4 hours 51 minutes
ISBN 9781849699396
Date Of Publication 18 Feb 2013


Richard A. Hawley

Richard Hawley started programming in the early 1980s at the start of the home computer craze with the Sinclair ZX-81. Before leaving high school he had worked on three game projects for Assassin Software and later worked on conversions of classic strategy board games for 8- to 16-bit machines. He went on to develop end-user tools for popular flight simulations including Empire Interactive’s Enemy Engaged helicopter series and the highly successful Origin Jane’s Longbow series (MissioneerPlus). He’s the director of Tricubic Studios, a small UK company dedicated to creating simulation and training environments using off-the-shelf 3D engines including Unity and Leadwerks. Together with technical artist David Hopkinson (Total War: English Civil War conversion) and physics guru Fred Naar (creator of Helicopter Total Realism for Microsoft Flight Simulator X) they are collectively known for their work on helicopter simulations.