Real-World Terrain, Best Practice

I’m trying to recreate terrain for a real-world location, a local city park. The city park I’m trying to recreate is about 90 yards long by 25 yards wide. It’s primarily a large open field, distinguished by a ~5 degree grade running north-south and various bumps and hollows.

I’m a complete n00b using terrain tools, but the Unity tools seem designed for more epic scale landscapes, and not smaller human scale experiences like the park I’m trying to model.

Can anyone suggest best practice methods or tools or processes for accurately recreating real-world small scale spaces like I’ve described?

I’ve looked at using stuff like Google Earth data, but again, the scale of that data doesn’t seem to be fine enough for my small scale use-case. It’s challenging because the scale is small but as experienced by actually standing in and walking around the park the grades and little hills are a significant human-scale experience-- just not large enough to be captured by any of the cartographical data I’ve looked at so far.

It seems like the best solution is just to sculpt it, but again, the Unity tools seem designed for creating epic scale terrain like mountains and valleys.

Thanks for any suggestions!

You can set the scale of the scene or the scale of the terrain to be any size by adjusting the scale values. All sizes are essentially relative to just get the base terrain close to the scale you want and work from there. You may find it easier to just use the default terrain size and scale the rest of your scene accordingly.