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CharlieandtheRed

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About CharlieandtheRed

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    On the Coast
  1. CharlieandtheRed

    Q&A with Map Designer Adam Franců

    I'm a hobbiest terrain and landscape creator, so I love the opportunity to pick your brain. I understand height data was used from a real world location to make Chenaraus, but could you elaborate on the entire process on a high level, from the beginning to the end, on this map? Do you do a lot of iteration and sculpting in engine? Do you then run it through a program like World Machine with masks to get proper erosion? One question I've always had is: let's say you screw up a section of the map when sculpting -- how do you "roll back" to a previous version? Do you version control the heightmap or something? If you do do this, how do you keep large asset placement (buildings, rocks, water) consistent on each import? Any insight into the process would be lovely. Thanks so much!
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