I never used blender, i’m more used to code. But i’m not scared of learning a tool if it really solves my problem.
I installed blender and the babylon plugin. I searched online for free blender terrains. Loaded them in blender and exported to babylon. Then i loaded them to babylon editor. It created a mesh covered by the texture. So i think it treats it like any other 3d model.
I also tried to do the same with unity3d but the babylon plugin seems to not work.
No, i’m doing it only for desktop devices.
If you’ve a good example of terrain that can help me understand, it would be nice.
Do you know how the islands on assasin’s creed pirated demos are made ? Are they 3d models from external tools ?
Thanks.
What version of Blender are you using? Then, I’ll see if I have anything useful.
cheers, gryff
@gryff What’s your thoughts on something like this?
http://sketches.vlucendo.com/layeredwater/
Blender 2.8.
Meanwhile i was able to make the babylon unity exporter work. I’ll try to use unity to create the terrain.
Thanks.
These are oldies but still good:
https://www.babylonjs.com/scenes/worldmonger/
https://www.babylonjs.com/demos/instances/
It will start you off in the right direction.
If you want to target large open world terrain creation, there are several considerations. What is your target platform, lod, mem/tex requirements. How are you going to push said asset to user? etc, etc
In the ss you posted, the visual looks large but in bjs, the terrain could be a single plane with hi res texture assets. Environment props could be instances of a single mesh. All of these capabilities are already available in bjs. Your 3d/technical artist should be the man for the job.
Then again, if your camera is always fixed view, why do you need a 3d terrain for ? A 2d world will shave your dev cycle hugely.
Thanks.
Maybe at end i’ll go with a 3d view but forced to specific angle.
I looked at phaser framework but it isn’t well documented and powerful compared to babylonjs. Plus i could use babylon for other things not related to games in future.