Using a Mesh/Model as Terrain/World Map

Hello all. I’m somewhat new to Unity and entirely new to the forums, but feel like I’ll be posting here a lot. I’ve started up my first project that I’ll hopefully be sticking with until completion, but quickly ran into a slight issue with the terrain/world map creation. I’m hoping to make a polygonal/low-poly style map to match the models I’ll be creating, but from what I’ve found there’s no way to do that in the default Unity terrain editor due to it rounding things automatically. A goal of this project is also to attempt to do all (or at least most of) the steps manually, so I’m hoping to hold off on importing external assets and shaders and such.

Essentially, with that out of the way, is it bad in any way to create a polygonal world map in a program like Blender and then use the model(s) that creates as the world map for my game, assuming that the world map likely won’t be all too large? And by bad, I’m more referring to slowing down performance significantly, making it impossible to use other useful tools, etc rather than being a non-standard practice, although if it is feel free to mention that as well. Likewise, if there is some magic way to do this in the terrain editor that I haven’t come across, I’d love to know. Thanks in advance!

You should check out this guy’s lowpoly video tutorials, mostly in Blender3D and imported to Unity3D:

Imphenzia: How Did I Learn To Make Games:

Strangely enough, I may have run across this guy’s stuff a great while back. Thanks for the link, and I’ll definitely look over this for modeling tutorials. I am still a tad curious about the whole “best practices” bit in regards to using models as landscapes though, if you or anyone else has a viewpoint they want to throw out there.