On L3TD:
I had to look up L3tD to see what they can do, as I haven't noticed them (And I have used a LOT of 3D software. Ever heard of Bryce?) haha. And to tell the truth, L3TD wasn't really impressive at all compared to what I am sure is possible in not only Blender but ANY 3D software that can make terrain and add multiple textures to it.
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Yes I've heard of Bryce, I h ave it, and it a major PITB to use; NO thanks ---:)
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On "Splatting" :
I never heard that term used, BUT I LIKE IT! You can splat in most 3d programs. Blender can splat as well. To get it into Maratis with the same look as in Blender or any other 3d program that can handle multiple textures, you would have to BAKE the textures into the mesh. I have successfully imported a house modeled in Sketchup, baked in Blender, and imported to a Maratis MESH. I also go the shadows I baked into the mesh. Light Mapping, as some call it is the best way to enhance the visuals in a Maratis game to give it that ''Game polish." (I actually found out that the SPONZA level actually uses a Sketchup 3D warehouse model with baked light maps) . Btw. L3td is a app designedly only for terrain and can handle far larger terrains than say blender or such app would be capable of, and l3dt does all the texturing as well. I'ts not free though free version can handle I think 2048x2048 which is fairly large anyway, then you would bring said terrain into a 3d app and apply the heightmap. All standard in most 3d apps as well, and the if its large enough you must SPLIT the mesh so maratis can handle it perfomantly with objects attached afterwards . IT also allows random terrain which 3d apps certainly don't have, so its not just about 'creating' a terrain in a 3d app and texturing it.
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Actually you don't need to bake anything in blender, you just use texture splatting mode, after LOADING your textures into texture slots, and then assign them in the texture paint slots on left side of blender UI and grab 'new' texture. You need to of course unwrap and assign the special textures that work as alpha maps inbetween each texture ( off top of my head) and then faik that's about it. I honestly can't stand light maps, as to me they are just cheap ( which does not appeal to me honestly) 'lighting', albeit atm,,its all we got, since your teapot example ? reference for dynamic lighting was incorrect . Having said all that, I m not using blender as I already said, so only skethcup or art of illusion or such is doable here but I do have some access ( friend) to 3dsmax 2011.
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On High Quality:
I am sure that Maratis cannot handle a terrain that is 800,000 polygons (I tried. It crashed.) haha, but who does that in games anyhow?
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I never said use a 800,000 Polygon terrain, that was you and you own it :)lol
Also, they use NORMAL MAPS to simulate geometry. I need to do a test with that in Maratis. But even without normal maps, HEY, I can slap some texture on a plane (and believe me, that PS3 game's terrain was not 800,000 polygons. haha.
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Normal maps only go SO far in emulating geometry, its fakey looking and PLastic imho ( often is), and geometry 'shaders' which many engines have, would be the next evolution, but certainly not necessary .
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P.S. Have you heard of Sculptris? Sculptris allows you to paint multiple textures onto a 3d model like Zbrush. You can also use it for sculpting.
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Yes I have sculptris which later I may use to do just that, but I"ve not gotten that far as Im detailing my meshs right now, as in deciding what I want to use ( shape etc.) and what I want it to look like.
But again as noted earlier, Sculptris isn't for working on large/huge terrains, and neither is blender or most other '3d modelers', which is where l3dt or such apps come into play.They are the only true terrain editors OR ones like them that come with unity, UDK etc., because they are the only ones that allow for editing very large terrains, and besides, I never liked the idea of 'making' a terrain in one of those ( the right way), and then loading it into a '3d modeling app' using DISPLACEMENT MAP, because I just don't feel its very precise and causes distortion to your original terrain/image.
Cheers
hs