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Thread: Terrain modelling

  1. #1
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    Default Terrain modelling

    Just curious as to how you guys would go about modelling a site that has both normal hard landscaping (gravel driveways, paths, etc) and also large organic soft landscaping (grass/woods/forest).

    My technique has been to use a plane and shift-drag the edges to create new geometry where needed, then add a turbosmooth modifier on top to increate the resolution to a point where I can add noise/displacement. The problem with this that I often have is mesh flow, so I suppose my question is two fold;

    1) How would you model such a site and,

    2) How do you control mesh flow when using turbosmooth?

    I've been thinking that I'd like to keep my current workflow and perhaps take the terrain into a sculpting/painting package such as mudbox.
    Check out my blog @ http://macviz.blogspot.co.uk/

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  3. #2
    Senior Member JurajTalcik's Avatar
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    Default

    I used such strategy too, I found it troublesome for same reasons, you end-up with uneven geometry, which isn't flexible. I create separate objects for every instance,eg. grass fields, roads, curbs, each with their respective uvw maps (if I derivered roads and curbs from spline, I am happy).

    Mudbox is always good idea, it's so well integrated with Max and so easy to use. I moreso use it more for painting, since my projects rarely needed sculpting..

  4. #3
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    What about (for example) where your road joins the grass/overgrown woodland? How do you go about "fading" between the two materials, if there isn't a curbstone there?
    Check out my blog @ http://macviz.blogspot.co.uk/

  5. #4
    Junior Member emage's Avatar
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    From the top of my head -

    I always try to keep my Terrain as quads. most of time i get them from CAD lines,
    so the terrain object in max (or rhino) is triangulated.
    I then use (Populate) in 3DSMax or a custom Rhino/Grasshopper script i wrote to convert it to quads.

    As for road placement, XOIO did a nice piece about conforming to topography here - road conform – video tutorial

    And for the road texture blending, here is a video i liked about texture blending
    (haven't got a chance to try it out yet, though) -
    https://vimeo.com/48937861
    Last edited by emage; 09-19-2012 at 10:20 AM.
    Fouinard likes this.
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  6. #5
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    I think I'll probably end up using a combination of many different methods then. The texture blending thing I already do (though i'd not seen that video), it's very useful when it comes to creating randomisation in textures.
    Check out my blog @ http://macviz.blogspot.co.uk/

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