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Fast-track terrain

Robo
Guest
Quote
2021-10-24 03:31:28

I found using pre-textured 3d mesh a much quicker and better approach than using CC terrains and texturing it yourself.

More sophisticated engines use heatmaps, weightmaps and splatmaps to pre-configure where each texture goes, making texturing easy and look good - CopperCube has none of that so just go with pre-textured mesh IMO and get great results quickly and easily:

sample exe: http://lasttrump.net/Downloads/Suila_grand.7z

This particular sample has a texture size (8k upscaled from 4k with enhance) insufficient for really large terrian - ie to more correctly match the player dimensions, but looks good anyways...


Robo
Guest
Quote
2021-10-24 03:37:15

Actual game image:

http://lasttrump.net/images/SG.jpg


Douwe Dabbe
Guest
Quote
2021-10-24 13:09:06

can you show same picture with the mesh and
no texture to get idea of polygon heavyness ?

looks nice.


Robo
Guest
Quote
2021-10-24 13:34:08

cheers - I usually take 512k poly mesh and decimate to 100 - 130k and still looks fine for my game. With LOD's x 4 would be good I think for many at one time also.

The mesh in the example above is 500k but would still look fine at 100k... even just ok still at 50k...have sene this from other examples...20k is about the lowest you want to go I think.


andgameplay
Registered User
Quote
2021-10-25 14:01:15

Hi, I thought it was really cool, the mountains are now shadowed, without the need for the engine's lighting feature, making the game much lighter, excellent! I would like to do that too, how did you making these textures like that? Is there any program? Thank you very much!


mushwoodooroo
Registered User
Quote
2021-10-26 03:09:00

WOOOOOOW!!! Amazing. That graphic crisp!


Robo
Guest
Quote
2021-10-27 00:16:47

wrote:
how did you making these textures like that? Is there any program? Thank you very much!


I didn't make it but someone did I guess - downloaded from SketchFab.

Common terrain programs are World Creator 2, Gaea + Substance Painter (or Quixel Mixer), Blender (if you can handle all the complexity), Terregen 4 and TerreSculptor.....etc

In some cases its just satellite data along with the textures but don't think the textures will be high res that way...

I am changing my whole game approach ATM to using 3d mesh only..will see how that goes or whether I need to go back to CC terrain plus 3d mesh for hill sides (cover ugly texture stretching).


Alireza
Guest
Quote
2021-10-27 14:33:17

That's a great idea.
But I built a beautiful mountain and terrain with only 1,000 polygons
And texture 1024 * 600
And it is very light and low size and memory and at the same time beautiful
I will send a screenshot if you want


veganpete
Registered User
Quote
2021-10-27 20:24:10

@Robo The demo plays really well - looks good. If you want to post the texture image here, I can make a normal-map for it, and re-upload it here for you - so you can enhance the detail with some static light-mapping.

...or if you want to make it yourself, here's the tool from NVIDIA...

https://developer.nvidia.com/nvi...


Robo
Guest
Quote
2021-10-28 01:11:22

Thanks veganpete.

The demo level above was just for demo purposes and not for commercial use anyways. I have lots better ones and some have normal maps also if I wanted to use but probably wont for outdoor use as this adds lot more textures in memory (up to double) and I like to make use of dark and light areas nicely with using directional light (affects textures with no normal maps) and wont affect textures using normal maps (shadows off).

This way I get to control indoor dark areas like caves and inside ships to outdoor light areas like terrain better.

Also only have 4 point lights to use when using normal maps so I would need to use one just to light up normal maps textures (directional light wont) and thus 3 left to use in my game. I have the player using a point light for torch then leaves only 2 left for everything else...its a bottleneck to my game I constantly worry about. I would need one point light at each entrance to each outdoor/indoor section for graduating lighting thus one one left....aaarrrhhh...


Robo
Guest
Quote
2021-10-28 01:44:45

Latest game view using sky spheres....(skyboxes with fog suck)

🔎︎



Robo
Guest
Quote
2021-10-28 01:45:42

If anyone know hows to post an image here let me know its so stupid cannot show a picture...

http://lasttrump.net/images/pic2.jpg


veganpete
Registered User
Quote
2021-10-28 07:33:33

Yeah, I completely understand about the point light limit. It looks good enough without the normal-map to be honest. The sky-sphere looks really cool.

To post an image on the forum:
1- upload it to somewhere like https://postimages.org/

2- once your image has uploaded, right-click the image and select ~"get image link"

3- Past the image link into your comment http://lasttrump.net/images/pic2.jpg
4- Then surround your hotlink with
🔎︎
to make it display the image in the comment.


Robo
Guest
Quote
2021-10-30 14:07:54

Thanks veganpete, yes I copied someone else's successful link and added in the
🔎︎
thingy but still didnt work - will try again next time...

ps - that game image is dynamic also with moving clouds and changing background color/lighting so even better in reality...will do a video some day soon hopefully...looks good yeah...I say thata s its not my work but someone elses I got for free of SketchFab and just changed the hue_chroma/colors/contrast/saturation/brightness etc etc


smnmhmdy
Registered User
Quote
2021-11-01 11:32:15

This looks brilliant @Robo, thanks for sharing! I think you can easily bump up the details (both with higher poly count and much more higher res textures) and split it up into smaller chunks to be able to load and unload them (and their low poly LOD models) as the camera moves around the terrain, to both have a massive detailed terrain, and have it run smoothly. This is how most open world games deal with terrain afaik :)


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