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>> No.9992486 [View]
File: 3.15 MB, 1920x1080, ttest_2023-06-17_19-27-40.png [View same] [iqdb] [saucenao] [google]
9992486

>>9990961
Random Quake 1 Blender-Trenchbroom terrain test. Process went like this:
>made a 4096^2 unit plane in Blender
>subdivide until 64 unit squares
>sculpt some abstract bullshit
>set up a basic material to blend dirt, grass, and rock texture together bases on steepness
>export terrain to .map via a shitty plugin that crashes half the time
>bake material to four 2048^2 textures
>scale terrain brushes by a factor of 0.01 on the Z axis
>apply textures
>scale up by 100 on the Z axis, with UV and texture lock on
>add sky brushes (terrain should be func_detail, btw)

Collision is kinda fucked in places, so a bigger grid size might be necessary. Otherwise works surprisingly well.
I probably could have used multires to sculpt more details and bake them to the texture as well, but that takes effort.

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