I worked on some terrain with Unity included tools, but I always get very unrealistic results.
I worked my own shader (for Shader 2 and 3) and got some good results I think.
The idea is to have terrains that are around 60k polys and are huge, so that you can walk hours (10 km x 10km) and make villages, lakes, a full level.
These terrains are simple meshes. For some reason when I convert them to Unity terrains instead of 60k poly I get +200k, I don’t know why. So I stick to my mesh. I have +100FPS on my laptop.
Any comments?
Well Unity converts polygons to tris, thats probably why you get a higher count than expected, but you got a really nice start on the terrain there, keep going !!
And btw how did you create the terrain? I´d guess on a heightmap, but I might be wrong.
This one is working on iPad…
Actually I use several tools to make the terrains (Vue, Photoshop etc…) but the main aspect is the textures that this made by a specific shader I have programmed.
Note: the skybox is from www.skybox4096.com
Loooks nice!
What does your shader do? Is it some sort of splatmap shader?
It does look very nice, really does. I can’t set my finger on why, but there’s something unnerving about the atmosphere… Photorealistic yet alien…
Man that’s some really nice looking terrain you have there. It’s like a bunch of dirt but in the form of artwork… or something like that lol.
It is very interesting, can you give us more details?
i’m interested too ! But lower size terrain 1 km x 1 km is it working with your process ?
Thanks a lot !!
Best Regards.
Does it works for unity indie ?
Thanks !
