Terrain Update
- Matty Lanouette
- Mar 16, 2018
- 1 min read
We have been working for a while on a terrain pipeline that supports our many needs for our map. After each iteration of our map, we found ourselves having to go through the texturing process over and over again to work with our iterations. In order to save the time that we had been spending on textures, our technical artist, Alex Lindman, created a tool to auto generate the textures based on the terrain's height and angle.

There are a few states that the tool checks to determine which texture is applied. Flat surfaces get a grass texture, sheer and steep cliffs receive a stone/granite texture, and a dirt texture is applied in any transition periods between the grass and stone. These textures dynamically update while we shape the terrain as well, so we can see their effect on the level as we work.
We have also split the island into smaller chunks for more modular design and easier render culling. As seen in the image above, the terrain is separated into chunks that flow seamlessly together.
Also seen in some of the peaks of the mountains in the above image, there is some weird texture stretching in places. This is due to the nature of Unreal's terrain UVs, so we have created a series of rocks to help cover those spots as well as to add more depth to the rock faces.

Until next time,
Team Deciduous
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