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Polygon modelling is the only way to go.
that's the only way i know of to create a scene like this
with only 545, 032 faces (including trees). And you're only seeing half.
The terrain started out as 1 plane...detail was added to
this plane using Elf's technique.
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MSN addresses are not for newbies or warez users to contact the pros and bug them with
stupid questions the forum can answer.
hi olitech, what is the source for the terrain modeling? isolines, dem, approx. displace?
looks great.
daniel
This technique called THW (the hard way) lol!
Literally started as a plane over CAD lines.
Verts were moved in plan view to rough out the
various features/areas.
Once we were happy with the (rough) geometry,
we pulled vertices up to get the elevations (also bevel/
extrude faces as described at the beginning of this post).
The geometry was given 1 meshsmooth iteration and
'massaged' some more. This result was smooth enough
for the overall elevations.
From this point, polygons were MS'd individually depending on
what features needed smoothing (camera dependent).
I built it this way to 1) control polygon count 2) control bitmap size.
You can go right down to the ground in this model and it totally holds
up. No textures over 500 pixels. Mix maps and the wonderful Cut tool.
sorry so long..already feel bad about jacking this thread!
Elf, forgot to mention that they keep the Wadis intact as a natural feature.
Not to mention that that's where the oil wells remain...there's about 15 on
the site!
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