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Advice on approach to creation of terrain
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  • Nudist
  • Posted: 28 October 2009 05:38 AM
  • Total Posts: 7
  • Joined: 2008-06-01 15:04:57

I am planning to create a large terrain measuring about 10 miles square though only about 20% only required very detailed rendering. I was therefore intending to assemble the scene from four separate terrain objects only one of which will be have a high poly count/ very details contours. Is this a reasonable strategy. I intend to use the contour lines to mark the physical separation between these objects, then align them to conceal the joins. Reasonable so far. Is there anything I need to pay particular attention to as far to modelling or texturing when I get that far. Any comments will be gratefully received.



Replies: 1
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i am task the same project.  but the terrain itself was made by my co-worker who is a civil engineer, knows the elevation of the site we are working on. I was bug down with his high tri-faced terrain (170,000 )
Yes that is a nice idea to start with. Terrains with almost flat requires low poly face while vice versa for the detailed portions of the other portion of the terrain. max smoothing features will work fine once you smooth en the parted terrain to soften the terrain model (turbo smooth) pay attention to iterations.  texturing -make it planar i think if you can give it a bump map much better.  if you are making roads on it, separate them so you dont bug down yourself on assigning to ids to the faces of the modeled terrain.

Author: ianet

Replied: 21 November 2009 08:54 AM  
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  • Samab
  • Posted: 21 November 2009 11:30 AM
  • Total Posts: 3375
  • Joined: 2006-11-08 08:40:02

One trick I’ve heard of people using with terrains is to make a plane object with a number of segents above the terrain and Conform it to the terrain. That way you get a nice neat quad mesh, instead of all those nasty little triangles that don’t smooth well and have a rediculous poly count while not looking that good. With the plain mesh, you can select an area of polys and subdivide just them for areas of high detail, leaving the rest lo-poly.



Replies: 1
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I agree.  my scene blew up its poly count when i imported my co-workers terrain, coupled with slow realtime viewport panning and zooming.  now im afraid i have to redo his terrain over or delete some to bring down the poly count and have a neat quad mesh,

Author: ianet

Replied: 21 November 2009 07:40 PM  




   
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