Once we're happy with the overall shape of the island we'll start applying the many texture layers. This is the subject of the next chapter and time to start thinking more about the technical capabilities of our destination game engines. In this chapter, we looked at heightmaps and the wide range of tools in GROME. We looked at how layers interact and modify each other then we went through the creation of selection masks and tools.
Grome Terrain Modeling with Ogre3D, UDK, and Unity3D
By :
Grome Terrain Modeling with Ogre3D, UDK, and Unity3D
By:
Overview of this book
Table of Contents (14 chapters)
Grome Terrain Modeling with Ogre3D, UDK, and Unity3D
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Free Chapter
Creating Virtual Landscapes
GROME Workspace
Heightmaps
Textures and Lighting
Bring Me a Shrubbery
Water, Rivers, and Roads
Exporting to Unity, UDK, and Ogre 3D
Index
Customer Reviews