Quantum Theory presents, Quantum Arid, the second of 4 AAA-quality background packages for Unity3D.
Package Contains:
10 low polygon (~2000 triangles) meshes approximately 100mx100m in size. This is not a Unity Terrain. Duplicate, rotate, and compose these in your scene to your liking.
10 custom made, hi fidelity 2048x2048 diffuse and normal maps; a set for each mesh.
10 16bit greyscale displacement maps used to construct the mountain geometry. Need more geometry in the mountains? Less? Recreate them quickly with these displacement maps.
Custom made, extremely high resolution 360 degree arctic skybox. Each side of the skybox is 2048x2048.
Thank you to all those who purchased Quantum Terrains this month! If you’ve any questions, feel free to post here or email support@quantumtheoryentertainment.com
You can always try the webplayer demos on our website at http://www.quantumtheoryentertainment.com. On there you will find dynamically lit turntable shots of each mesh and two example backgrounds, all rendered in Unity 3D.
Otherwise, you can quickly recreate the terrain meshes in a 3d application (3dsmax, blender, maya, etc) using the 16bit Displacement maps included in each Quantum terrain package. Then you can export them to use in any engine.
All of the terrain packages I sell include the displacement maps so you can recreate them at higher polygon counts, or use them to create Unity Terrains right there in the editor.
Really nice assets QuantumTheory!
But I have a stupid question.
You said: “Duplicate, rotate, and compose these in your scene to your liking.”. What exactly do you mean by “compose these in your scene”? Are the pieces ment to be connectable one with the other in any combination in the Unity Editor just by rotating and positioning to create a terrain level? Are they tileable? Or I need to modify the meshes so they stich correctly with one another.
The assets are not tileable in that each edge meets up with another. If that was the case, everyone who owned the package would have the same background mountain composition because each specific mountain mesh has to tile with another specific mountain mesh. If the edges of each mountain was flattened they would tile too, but everyone mesh would look like a plateau rising to a hill (similar to Michael O’s Background Mountains). I don’t feel that’s a good approach either especially since the Desert Terrain Pack was created based off the dry American West. I thought it best to have unique mountain shapes and features for the meshes and allow the user to determine how they should be used.
So to answer your question, you simply shove the mountains inside one another to create a composition that works for your scene.
Thank you for the clarification. I understand. You are right, making them tileable won’t be the same.
Shoving the mountains inside one another would create problems for a 3rd person game because there will surely be Z-fighting at overlapping geometry and you will also have the edges of some pieces higher above another piece allowing you to “underground”.
The displacement/height maps are included in each terrain pack, so another option would be to import the heightmaps and use the Unity Terrain system to blend the edges so they meet up.