Search Unity

  1. Unity 2018.3 is now released.
    Dismiss Notice
  2. The Unity Pro & Visual Studio Professional Bundle gives you the tools you need to develop faster & collaborate more efficiently. Learn more.
    Dismiss Notice
  3. Want more efficiency in your development work? Sign up to receive weekly tech and creative know-how from Unity experts.
    Dismiss Notice
  4. Build games and experiences that can load instantly and without install. Explore the Project Tiny Preview today!
    Dismiss Notice
  5. Nominations have been announced for this years Unity Awards. Celebrate the wonderful projects made by your peers this year and get voting! Vote here!
    Dismiss Notice
  6. Want to provide direct feedback to the Unity team? Join the Unity Advisory Panel.
    Dismiss Notice
  7. Improve your Unity skills with a certified instructor in a private, interactive classroom. Watch the overview now.
    Dismiss Notice

How is Pako's world made ?

Discussion in 'World Building' started by DiscoFever, Nov 29, 2018.

  1. DiscoFever


    Nov 16, 2014
    I love this style and I'm trying to figure out how it was made; I've been trying to use Unity's terrain system (and Gaia/MapMagic) then to flatten it out (with Terrain To Vertex)

    But I can't figure out how they did it; how to paint on this afterwards ?

    I'd be thankful is someone can point me in the starting direction.

    Thanks !
  2. Kurt-Dekker


    Mar 16, 2013
    I saw your post and screencap pictures over in game design. You might want to repost the pictures right here for others to comment on.

    I'm thinking they did it with just your basic low-polygon modeling and some clever color palette choices. There's not a lot of colors in there but they chose consistently and well, using saturation and value to make things pop nicely.

    Check out places like or ColorSchemeDesigner for how to make coherent palettes like that. There's a lot of science to it, but also artistic eye.

    I also see some post-processing going on too. They have a vignette, a fog, and I think a tilt/shift focus adjust when you get close in. It's very pleasing visually.
    JoeStrout likes this.