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Blender world to Unity? Good Idea?
Okay, so I am trying to model an open world RPG (I'll post some stats at the end to help you answer this) and I tried using Unitys terrain system, but theres a few problems with how I tried it. Open world - I want it big enough for a world, but when I make it smaller for painting and such, you can see the tiles, such as the textures on paths and such, and thats not that good.
A small 1,1,1 town is still to big, I could only fit a few towns in it.
Everything was to big to work correctly.
Now I tried sections, and started making the first town, it looked very good..but wasn't what I wanted, I would play it, but wouldn't like it that much if I had to teleport all around areas (scenes) Both were not finished, since I came up with new thoughts.
Now I looked into world machine and stuff...but I don't have the money to spend on that.
Now my FINAL option, unless you have some, is to model the terrain by hand in Blender. But I don't know how to do this, so what are some tips on this? Like what is the normal polycount for a game terrain? I don't wanna look stupid and go over limit, but I don't want it to look like something from Sega... So a few questions.
1) What is the normal polycount for terrain?
2 )How would I get terrain to look good, made in Blender, to look like something from World machine, or one of those pro terrain generators.
3 ) If anyone has doubts, or I fail at this, would are some options I could look at for Unity terrain?
4 ) OFF TOPIC I would use an engine like UDK...or even CryEngine, if I had that money or computer power, because I heard Unity isn't for Real games like Battlefield,Skyrim,CoD, etc.. etc..,but UDK or CryEngine was, is this true? Or are they pretty much the same?
Now..thats about it, my main topic was terrain this question, but as I posted above, my stats in case this would help.
I am 14, and doing a basic RPG alone, no team to help. I am working on a 0$ budget since I am not rich, so I can't use Maya,Unity Pro,etc.. This is my first game, and I am not the best in either Blender or Unity,or Paint.net (I use that for textures.) so I would like to kinda focus on terrain for the looks, since I can't get my models to look like something from Bootcamp Demo,I think a eye catching terrain would kinda 'block' that graphics I lack.
So yeah, that sums it up, thanks for the help and or even reading this :)
Ops...It seems i've got a little late to give you answer,i was just browsing...and i'd like to say that I'm also 14,I'm currently in a kind of interview for getting myself into a Team...I am a young 3d artist that still has a lot to learn.But i would like to say: Good Luck,may God help you.I just felt in need to say that when i read your post(I also i'm developping a RPG).I hope you read this.Thanks,Caleb. :)
You can get $$anonymous$$aya Student Version for 3 years. it's %100 free!
Answer by Meater6 · Feb 24, 2013 at 08:08 AM
Question 1:
Your terrain poly count is really dependent on your target market and the type of game your trying to make.
If you want to make beautiful terrain, but exclude all the people with old computers from playing the game, make it say around 5 vertices per meter (1 unity square). If you want to get the largest market possible market, but with lower quality, around 1 vertex per meter I would guess.
If your camera is far from the terrain, the poly count can be reduced. If your doing, say an fps, where your character is 2 meters high, it may have to increase. Its really a judgment call.
Question 2:
Yes, it is possible to make terrain look good in blender. A few tips in making realistic terrain in blender:
Use the proportional editing mode. It gives nice curves and randomness.
If your making an mmo, make tiles. The size of them can vary enormously, depending on your preference.
Don't expect to get the hang of natural modeling on your first try. It took me many months to get any good at modeling.
Question 3:
Can be done, I have no doubts about that. If you fail at it, well, there's some good, free terrain generators out there too. I found a good one a year ago, but I can't remember the name. Sorry.
Question 4:
To answer this for you: http://unity3d.com/gallery/made-with-unity/game-list. And also: http://unity3d.com/contest/dx11.
I would say that one of the reasons that there are not as many "real" games made by unity is because games like Battlefield, Skyrim, CoD, and pretty much any game that you can find in game stores are made by hundreds of people. Unity is used by a lot of hobbyists and solo devs. I'm sure unity has been used in a few "big" games, with big companies, but I don't think as often.
Long story short, YES, you can make these so called real games with Unity. You just need man power to make them.
Well that's everything. Good luck then! You can make a great game without ANY money. You need TIME, and tons of it. Even battlefield (your first example, I'm guessing it's a favorite of yours) took 3 years to complete, and if you've looked at the credits, you know how many people worked on it.
Thank you, I am using the Ocean modifer in Blender for terrain...now I am trying to find a '$$anonymous$$esh to terrain' I guess you could say.
I wouldn't suggest doing using it. It's too, well, random and uncontrollable. While nature and its topography has apparent randomness, it has certain "rules" and guides. For one, rivers and large bodies of water form ravines, you can't make that (as far as I know) in the ocean generator.
Here's a simple exercise:
In edit mode, $$anonymous$$ake a flat plane, 100x100
Subdivide say, 20 to 100 times
Use the proportional editing tool (whichever setting) to make some topography.
If you're really interested in making the terrain as realistic as possible, I suggest looking at some real life examples.
Okay thank you, I may look at other game terrains and photos to get an idea on how it would be made in a 3D model. I heard you can also use Sculpting, is that correct? But either way, it makes things...so smooth, not realistic,like wild,looks to man made.
There's the random proportion setting on it. Give it a large spread, and select a point and move it slightly. It will give you some randomness. Sculpting is another way of doing it, and should work fine. Don't expect to make a good terrain in 5 $$anonymous$$utes, especially with little experience.
You can always add rocks, boulders, and cliffs later. I first suggest making a rough "sketch" of your landscape and then fine tuning it.
Well I am using the script on the wiki, the Object2Terrain, I think,for beginning, I am gonna try modeling a little section of the terrain from ground up (Using a plane and editing it highly) and when I can master little sections, i'll work on a much larger base,like maybe a town without a small mountain range around it. But a question, using the Object2Terrain, if I model it in Blender and use it, well it work even,say the mesh is bigger then the 2000,600,2000 terrain base?
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