Above is a screenshot of the Bootcamp environment relit with Quantum MetaClouds and Quantum Highlands packages. There are 3 large cloud models placed in the scene, scaled, and colored to create a dramatic mood. It’s not a 2d-scrolling cloud layer, they’re precisely masked cloud textures with special shaders to control sun color, ambient color, density, and more.
With Quantum Metaclouds and the included EditorScript, you can compose your scenes how you wish. For example, I decided to add a localized storm front which is visible on the left portion of the scene.
These 2 assets are top notch and make me awe. The background is sickly amazing and the clouds are nice. I was reading your site, does your terrain generation also make these diffuse maps?
Terrain generation is done in World Machine and all the textures are generated from that. I’ve been using World Machine for quite a long time at work, so I’ve found techniques on how to make heightfields look more natural and less computer generated. Great care is taken in generating those diffuse maps
One of the best aspects though is that you can take any of the terrains and translate them into a Unity Terrain by taking the supplied displacement maps and converting them to RAW format (I’ll fix the packages to use this format). Then you can use the diffuse and normal map that comes with it, then paint the remaining 3 custom diffuse maps on top.
I had the most fun making the Quantum Arid terrain package because it’s the most varied. Here is a webplayer demo link:
I have a question, I notice they dont tile. The corners of each piece is vastly different from the others and sometimes some elevations get cut off. How do you place these in other ways without making it look really odd? I think the way you cut them seems to be the only proper way to line them up to fit. Am I wrong?
While the Quantum Cold terrains will tile, Arid and Highlands do not. This was on purpose.
I made the terrains with modularity in mind. Since many people may be purchasing these terrain sets, I felt it was important that they could have the chance to construct unique background in their own projects; one that is not precisely the same as someone else’s background.
Since there are 10 meshes in Highlands and Arid, making each mesh tile with any other mesh in the set resulted in some pretty bland terrains. The elevations would always zero-out at the edges and rise toward the center. When you line up terrains like that, you just get a very unnatural, symmetrical terrain that lacks character (just a bunch of mounds). Plus, scaling and rotating them would break tiling with any adjacent terrain that doesn’t share similar transformations. So in the end, I chose to sacrifice the tiling for quality (more detail and features). Pushing them together (potato-heading) is how the demo scenes are constructed and it looks just fine. Some have flat edges that can acceptably sit next to each other, others have large cliffs that are good with other meshes.
Many of the customers that have purchased these packages are actually using them as their primary terrain.