Terrain Creation and Modeling
Aug 28, 11:22 PM
Modeling and 3D creation is pretty different for different kinds of applications. The latest project sees the creation of large tropical terrain areas for simulation purposes.
For the purpose of achieving a high frame count in a real time environment. The scene and objects within the environment has to be modeled in low polygon count, with the details being presented with specially created and baked textures. Coupled with a good atmospheric environment generation engine, the scene can look as good as any rendered stills.

The picture above shows a small square terrain of a tropical forested knoll. Creation of forested or thickly vegetated areas is often tough on the processor and engine due tot he high amount of polygon count to make up a sensible tree or bush. Here, we have the opportunity to use procedural techniques to recreate and plant the forest when the camera zooms in to close distance.
Adding in the skylight and the atmospheric reflection from the waters, the entire scene looked like a rendered still with global illumination settings.

Here we see the realistic skylight whacking down on the sea and the ships and planes. This creates the realistic look with the eye-straining difficulty to make out the aircrafts in the distance, in bright daylight.
Below is a posed shot of the entities in the similar environment setting.



