Tell me what you think of my terrain.

Here are a few images of the terrain that i’m working on for my first game, tell me what you think.

Im more of a programmer than a terrain designer so any suggestions on how i could make it better would help alot.





I think its really good to be the first one, i only suggest you use more textures. A variety is nice to look. And check that tiling. A 10x10 would be good for close ups. Those mountaints in the distance really seem off with that tiling. But it is good. :slight_smile:

Thanks for the advice.

Try more textures on the ground. Throw them without a certain logic, so that they look more natural.
Use lights and light mapping. This is one of the most powerful additions that will change the terrain completely.
More props are good as well.

It’s alright, but from that last screenshot, I think it would be beneficial if you were to add some subtle hills so the change from the flat lands to mountains regions wasn’t so intense. Other than that it’s a good first terrain! Maybe just adding some small hills and valleys here and there would benefit it a lot. Also in the fourth picture, the terrain on the mountains looks a little weird. Maybe if it was blended a bit better or didn’t contrast against the green so much…

But all in all, good work.

Thanks for all the replies :smile:

So i took all of your advices and tweaked the terrain abit. Here are some updates.

Awesome! The terrain looks much better!

Thanks

Much better, Just lightmap day scenes. :slight_smile:

hi,

first of all i would tweak the lighting as tris which are pointing away from the sun are much too dark.
so raise the ambient lighting and set it to e.g. some kind of dark blue which fits the blue of your skybox (ambient lighting simulates lighting from the hemisphere).
then i would add shadows – either by using light maps or using real time shadow (even unity indie now supports real time shadows for directional lights).

terrain shape
it still looks a bit handmade… get the free terrain toolkit (My Files). it lets you apply different types of erosion which will make the terrain look much more naturally.

terrain texturing

adding more texture (more than 4) usually ends in adding another render pass – which is quite expensive to render.
you can buy advanced terrain shaders which will let you use 6 or even 8 terrain textures all rendered in a single pass.
or you can use the free color map terrain shader from the asset store which lets you add a color map and thus improving the look and variety over your terrain without adding another shader pass.

tiling on high frequency textures: that is something you can get around using multi uv mixing: mixing the texture with a scaled copy of itself.
a feature also supported by the free color map ultra shader.

have i mentioned that i am the author of this shader? :wink:

lars

woah! This really helps larsbertram1 , thanks for the info!

you are welcome!

Yeah, not bad for the first terrain, but as someone said before, consider tweaking with lighting. Moreover, there’s no point of showing a map as a whole - you should pay attention to what is visible to the camera and try to design levels with a similar distance as the actual game view - that will help you achieve what you have in mind. :slight_smile: