At one point in the game, the hero travels through the canyon. Creating procedural generation of cliffs of the canyon turned out to be quite an interesting task.
First, I sculpted a shape from clay. It took more than 10 kilograms of sculptural clay. I tried to convey the layered structure of the Grand Canyon. It was decided to make only three layers. I looked a lot of photos of the canyon and highlighted some interesting references.
At the next step I scanned the resulting model using photogrammetry. For this, I took 88 photos of the canyon from different angles. The resulting model has 3,000,000 polygons.
Then, from a 3D model, a height map was formed, which I cut into many small sections. When the game generates a canyon, it takes these sections, mixes them in random order and lays out them along the previously generated spline to form a height map of a cliff.
Unfortunately, the map in the game has a resolution of 0.5 meters per cell and cannot represent all the details of the original model, however, the result still looks good, and the creation process was very fun.
Write a comment
Christian (Tuesday, 27 August 2019 19:51)
wow, that's pretty cool. An interesting proccess.
Kuirtsyn (Wednesday, 28 August 2019 18:31)
Они стали выглядить как горы,а не холмы.monkaS
Brett (Thursday, 29 August 2019 09:34)
When generating the map, would love to see a 'seed' entered that seeds your random generator. Games like Banished and 7D2D use this and it adds another dimension of playing the same map that someone else enjoyed.
It will increase community engagement.
R0gueP1atypus (Friday, 27 September 2019 06:13)
I love seeing the amount of work you have put into this process. and it made me sad to see that the engine couldn't handle the work you did with the clay.