ShopDreamUp AI ArtDreamUp
Deviation Actions
Suggested Deviants
Suggested Collections
You Might Like…
Featured in Groups
Description
This concept is related to the "bamboo forest" : beyond the grassy rock / burrows
Although it is more a conceptual sketch and less a work in progress, here you can see the steps I took to design the forest terrain (without the trees, plants, decorations etc... just the terrain).
A terrain generator could be used however taking max poly count into consideration I'm afraid it may not be a good idea.
So I investigated a less brute force / more stylized solution that might retain an organic feel while using less geometry.
On the left the lined up rectangles (gray) form a path; I used a template (random circles) to create the edges of the terrain that the PC (player character) can walk onto.
I then extruded and duplicated this original shape (red) to create additional terrain, stacking copies under the original.
The design lacks a fair bit of polish: each duplicate should be added more carefully, scaled and seamed to the original shape, to avoid invisible / overlapping faces.
As the forest turns into marsh following decreasing altitude, another pattern might emerge. Again to illustrate the concept rather than finalizing the terrain, I tilted the terrain into the 'water' but it would be better in my opinion to let altitude drop 'like a kind of staircase'.
Here it looks like water points / ponds are everywhere. This is not correct. High altitude areas should be filled with plants / ground at the bottom.
I would probably use vertex paint to simulate a kind of ground fog towards such high altitude areas.
Again this was meant to represent, roughly, 1 square kilometer. Judging by the result the red area (which restricts navigation / gameplay) may be too wide.
I find it difficult to judge the result without perspective views populated with undergrowth and bamboos.
Although it is more a conceptual sketch and less a work in progress, here you can see the steps I took to design the forest terrain (without the trees, plants, decorations etc... just the terrain).
A terrain generator could be used however taking max poly count into consideration I'm afraid it may not be a good idea.
So I investigated a less brute force / more stylized solution that might retain an organic feel while using less geometry.
On the left the lined up rectangles (gray) form a path; I used a template (random circles) to create the edges of the terrain that the PC (player character) can walk onto.
I then extruded and duplicated this original shape (red) to create additional terrain, stacking copies under the original.
The design lacks a fair bit of polish: each duplicate should be added more carefully, scaled and seamed to the original shape, to avoid invisible / overlapping faces.
As the forest turns into marsh following decreasing altitude, another pattern might emerge. Again to illustrate the concept rather than finalizing the terrain, I tilted the terrain into the 'water' but it would be better in my opinion to let altitude drop 'like a kind of staircase'.
Here it looks like water points / ponds are everywhere. This is not correct. High altitude areas should be filled with plants / ground at the bottom.
I would probably use vertex paint to simulate a kind of ground fog towards such high altitude areas.
Again this was meant to represent, roughly, 1 square kilometer. Judging by the result the red area (which restricts navigation / gameplay) may be too wide.
I find it difficult to judge the result without perspective views populated with undergrowth and bamboos.
Image size
1578x971px 670.37 KB
© 2013 - 2024 eelstork
Comments0
Join the community to add your comment. Already a deviant? Log In