Creator Wizard Seth Dev Log #7 - Painting the Terrain
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It's time to build a landscape. Lets get a 512 X 512 noise grid.
Wait, I forgot my laptop is an old piece of junk lets try something low resolution.
Now ill just raise up the center a bit to form a mountain as my centerpiece.
Then I'll paint the low areas a red muddy dirt and the high areas a gray rocky material.
Apply some blending.
More blending.
Showing a view from the ground looking outward. We can see it's starting to feel like an actual environment.
Showing 3 steps of blending on a certain hill feature.
In this picture notice the slight color variations of light blue and some reds.
Another iteration of blending and smoothing.
Adding a more saturated red dirt near the base of the mountains
Zap all the high frequency details with a smooth modifier. You may think it looks much uglier. And from the sky you are correct. However high frequency bumps and such will get in the way visually of a first person shooting game and should be avoided. High frequency details can be represented by grass and rocks and not the shape of the terrain.
Adding some green for the final touch.
And some lighting.
In our next episode we add plants and rocks and other objects.
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