
Freelance Artist & Game Developer Previously @MachineGames, @SplashDamage
Joined December 2014
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This was all unified using a palette system that gave us gradient and texture control for each material. The entire terrain could be rendered in one draw call.
Finally @HarryAlisavakis created an instance painting tool so we could paint grass, pebbles ect. onto the landscape. These would also match existing normals & materials. These were all hand placed since we wanted tight control over how the grass direction would lead players.
In order to be able to reuse meshes like this I created tools to bend, match the meshes to the underlying terrain and blend the normals of matching materials to create a seamless result.
We now begin "stamping" meshes on to this base mesh. We had a set of reusable assets from outcrops, grass edges, mud trails ect. These break up the edges and begin defining materials through simple shapes.
We begin with a lowpoly base mesh that maps out the rough shape, path and materials of the terrain. Usually based on previous level design. We keep this simple to make it quick to edit - most of this won't be visible in the final result.








