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Landscape Modelling


Chris MacDonald
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Just curious as to how you guys would go about modelling a site that has both normal hard landscaping (gravel driveways, paths, etc) and also large organic soft landscaping (grass/woods/forest).

 

My technique has been to use a plane and shift-drag the edges to create new geometry where needed, then add a turbosmooth modifier on top to increate the resolution to a point where I can add noise/displacement. The problem with this that I often have is mesh flow, so I suppose my question is two fold;

 

1) How would you model such a site and,

 

2) How do you control mesh flow when using turbosmooth?

 

I've been thinking that I'd like to keep my current workflow and perhaps take the terrain into a sculpting/painting package such as mudbox. Going for realism here.

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I mostly use maps with medium to low resolution meshes. If I need to have surface detail like gravel or little pebbles, I'll scatter proxy rocks around. This avoids the need and overhead for larger resolution meshes and displacement. I'll also, in a pinch, create the high resolution mesh in Mudbox then bake out a normal map and low resolution mesh to go into Max. I tend to stay away from using the high resolution in the final render.

 

Look at how they create environments for video games and look at their workflows. I found this to be a tremendous help. Naughty Dog Studios has some great breakdowns on the environment work for Uncharted 3. (http://www.polycount.com/forum/showthread.php?t=98332)

 

Rather than a singular mesh with all of the elements on it, try thinking about layering detail on.

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My advice mostly regards organic landscaping. When it comes to larger topographical changes (slopes, cut-outs, bridge landings, etc.) in the groundplane I start with a small and simple surface, sometimes a single polygon in a flatter part of my scene, and use edge extrusion to rough out my topology. It works with displacement if I have a DEM or if I want to manually set elevations. It's a habit developed in character modelling and takes a bit longer for initial setup but it ensures that you can add detail without excessive subdivision or unnecessary connections propagating away from where you want it. Much like I choose not to box model a head, I'd avoid manipulating a large starting plane because you get locked into it's rectilinear topology when your intended landscape is not easily manipulated from it. It'll save you smoothing iterations when you go to displace.

 

As for details and ornamentation workflows, Gnomon actually just released this dvd which I've been eyeballing. Fantastic results with Max, ZBrush, VRay and some other minor program from large scales to fine details. Of particular value seems to be his ZBrush techniques. Different industry and grittier content but I'd imagine the methods are still applicable to ArchViz.

 

Hope that helps,

 

Riley

Edited by Valtiel
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