Author Topic: Autoworld - We need someone who can 3D Model Maps  (Read 1625 times)

im taking an architectural class and could probably slide you a landscape from one of my projects. what are you looking for?

edit: looked into it a bit. i dont know how unity partitions large maps but you can in fact import from sketchup files, so if you want to take a look at what ive got we can make this happen sometime
That would be great, do you have a steam or skype profile we could chat?

  • Google "Unity Terrain"
  • Discover the standard terrain replacements that every Unity dev uses, that are on the Asset Store, with 1000's of positive reviews
  • Choose the asset or combinatio of assets that's closest to your needs
  • Wonder why it took you so long to google it.

Or, you can go the painful route ...
  • Learn all about ROAM meshes and Megatexturing and anti-Popping LOD and BUZZWORD BINGO! (seriously, even just looking at the academic / University Papers and SIGGRAPH
  • publications, there's dozens of techs to read about and learn. That's before you even get into writing any code)
  • Build your own mesh generation, triangulation, and optimization routines
  • Ignore Unity Terrain

Both are super fun, but the latter can help out in the end and is a nice thing to learn.
« Last Edit: February 19, 2016, 07:07:00 AM by Donnies Catch »

There won't be a terrain generator of any kind, just a pre-made map, also most of the unity terrain applications won't give proper support for roads without being broken or glitched. (As I'm aware of, atleast that happened with a few that I tried to use)
« Last Edit: February 19, 2016, 07:41:06 AM by Filipe »

There won't be a terrain generator of any kind, just a pre-made map, also most of the unity terrain applications won't give proper support for roads without being broken or glitched. (As I'm aware of, atleast that happened with a few that I tried to use)
yeah custom terrain is a tad bit harder to make with an automatic algorithm, that's why i gave the second option.
I have a friend who made a game like what you guys are making though. a driving game with custom map, road included. i can go ask some questions for you guys if you want.

yeah custom terrain is a tad bit harder to make with an automatic algorithm, that's why i gave the second option.
I have a friend who made a game like what you guys are making though. a driving game with custom map, road included. i can go ask some questions for you guys if you want.
Alright that would be neat, did he modelled the map himself or used unity tools for terrain?

Alright that would be neat, did he modelled the map himself or used unity tools for terrain?

i havent spoken to him in quite a while, but i just hit him up on twitter for you, so i can ask him when he responds.
here is his game for example https://twitter.com/xzbobzx/status/685077000344748032

i havent spoken to him in quite a while, but i just hit him up on twitter for you, so i can ask him when he responds.
here is his game for example https://twitter.com/xzbobzx/status/685077000344748032
Oh wow that looks pretty nice, rather similar than the style we're going for, try contacting him if possible, any help is appreciated.
« Last Edit: February 19, 2016, 08:01:58 AM by Filipe »

Here is a timelapse he gave me of him making a map in Blender https://www.youtube.com/watch?v=iJIAHungTOc
here is the rest of his devblog https://www.youtube.com/playlist?list=PLk8trZTSfuchEjQfqpaGx0gXMneYsNSiF
"basically - you do it very carefully - have him make a grid of triangles, that'll be his base working terrain. you copy and paste that thing, and then sculpt it, the roads are long arrays that you apply to a curve"

also lol


"this is my terrain system in theory: i.imgur.com/6Za315z.png
black is road, green is the side of the road,orange is the terrain.
black and green are different model, but follow the same curve. they overlap into each other, and the green curves down at the edges to allow for an overlap onto the rest of the terrain
the rest of the terrain are the triangle pieces you sculpt, and try to fit into the green run-off area"

he wanted you to have this as well, it's an example https://www.dropbox.com/s/246dfctcklgdy81/SummitHill3BackupForFilipe.blend?dl=0

"best is to keep the triangle pieces' position at the center, and move the thing only in edit mode, this makes it easier to line up everything in Unity.
the nurbs path can be extruded, and the array modifier can have more array pieces to make the road longer.
Roads should have relatively small segments, as shown in my own road model, to allow for smooth driving. I have a loop cut about every half meter"
« Last Edit: February 19, 2016, 10:01:25 AM by Donnies Catch »

Well that's very nice, but could you try asking him if he has a skype or steam account? I would like to talk to him.