Level 2 Landscape Geometry

Wednesday, November 23, 2022 at 03:13 PM

An example of "level 2" landscape geometry: properly topologized, properly-textured (paths, beaches, water, cliffs), and fully walkable. Judging scale and distance gets much easier due to the texture detail, which helps the brain assess the environment better. I'm starting to properly model the terrain like this now.

The Britannian continent, with a river flowing into the sea past the mountains, and a village near the shore.

The Britannian continent, with a river flowing into the sea past the mountains, and a village near the shore.

Then, once trees and plants and people exist in the landscape, and once there is proper lighting and atmospherics (in Unity), it will become even easier to judge scale and distance, and it'll be easier to tell which areas need to be shrunk, enlarged, or need more detailed sub-regions modeled within them.

1st-person view up a path in a meadow near some cliffs.

1st-person view up a path in a meadow near some cliffs.

The world starts to feel more vast as you add smaller details into it. And eventually once it's explorable also in VR, the immersion will feel even more complete.

1st-person view walking along the beach near a cliff.

1st-person view walking along the beach near a cliff.

Here's the original fb UDIC post.

You've reached the end of this devlog entry.