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Assets Future demo of Ultimate Terrains

Discussion in 'Works In Progress' started by AmandineEntertainment, Jun 14, 2018 at 12:11 PM.

  1. AmandineEntertainment

    AmandineEntertainment

    Joined:
    Feb 4, 2015
    Posts:
    166
    Hi!

    I'm working on the future demo (as well as screenshots on the Asset Store) of Ultimate Terrains. Just trying to show what can be done with this smooth voxel engine.

    I'm not a 3d artist, I'm a developer so I'm trying to do what I can with lights, textures and so on but there is probably a lot of space for improvement.

    01.png 02.png 03.png 04.png 05.png
     
    alexanderameye and Androdro like this.
  2. AmandineEntertainment

    AmandineEntertainment

    Joined:
    Feb 4, 2015
    Posts:
    166
  3. AmandineEntertainment

    AmandineEntertainment

    Joined:
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  4. AmandineEntertainment

    AmandineEntertainment

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  5. Androdro

    Androdro

    Joined:
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    Nice! I didn't know there was such a tool on the asset store! Would be nice to have a video
     
    AmandineEntertainment likes this.
  6. AmandineEntertainment

    AmandineEntertainment

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    Feb 4, 2015
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    @Androdro Thanks for the feedback! I will definitely make a video (one showcase video and one tutorial video at least).
     
  7. AmandineEntertainment

    AmandineEntertainment

    Joined:
    Feb 4, 2015
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    Hi there, nobody wants to give some feedback? How could I improve my scenes? :)
     
  8. ceebeee

    ceebeee

    Joined:
    Mar 7, 2017
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    129
    I'm not exactly sure what I'm looking at. Can you explain what you mean by 'smooth voxel engine' and what it improves over regular terrain? Is it still Unity terrain based, or is it Mesh based? If Mesh based, can you control the polygon density? (and seeing some wireframes of how dense it generally is would be nice).

    Is it the fact there can be 'holes' in the terrain? That's the only thing I think looks out of the ordinary.
     
  9. AmandineEntertainment

    AmandineEntertainment

    Joined:
    Feb 4, 2015
    Posts:
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    @ceebeee Yes indeed, unlike standard terrains, it can have overhangs, caves, holes, etc. It is just not possible to create a standard terrain that looks like these.

    It has nothing to do with standard terrains and it is mesh based. The polygons density can be controlled through acceptable error parameters but it's generally better than the standard terrain on this point.

    Other than this, it is fully editable in real time (you can dig true holes, or add mater), it also handles cubical style (minecraft like) and terrains are infinite in all directions.

    The downside is that it takes time to generate (like minecraft terrains for example) and has of course a higher CPU cost than standard terrains (fortunately, it is fully multithreaded).
     
    ceebeee likes this.