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Low-Poly Terrain Block Out

I've started working on the terrain for an RPG Project and wanted to get an idea for elevation without spending an enormous amount of time with Unity Terrain.
I first started with sketches from level design talks. I created an elevation map in ArtRage 6, and imported it to blender to make a cool low-poly terrain model from a sub-divided plane, mostly for visualization.
It has been a very cool experience and I find it to be a fast and loose method for terrain block-outs, and it is easy to make corrections and additions as I playtest the level.
There has been something seriously nostalgic about this methodology, and I feel like I should be playing Final Fantasy VII.

Each vertex of the plane has been moved in only the Z-direction.

Each vertex of the plane has been moved in only the Z-direction.

Rough Elevation Map

Rough Elevation Map

Perspective Tests in Unity

Perspective Tests in Unity