Thanks for the comment, link and contrabution to the topic anael I am definitely going to make use of that link some really great info there.
I am not going to even comment on that screenshot and just keep pretending that I am doing a good job lol
Anyways in my last post I was going to point out some diffculties, the first problem I had was.
1. I ended up with something completely differant than what I was trying to model.
Notice in these two screenshots where my waterfall spills into the creek and the ordon spring there the same basic shape but mine ended up being a small waterfall and creek.
I could have kept going and turned the following screenshot into a canyon with a rope bridge and had a fairly large terrain. But that lead me to my next problem.
2. How to get lots of fine high resolution detail into my texture without it being a 300mb image.
I had to start to back-up off of my terrain to get some distance from me and the view of my terrain in-order to limit the amount of blur and pixelation I was seeing on my terrain texture. Thats why my large terrain turned into a small one.
The next problem I ran into was that I wasnt in the mind set that this model should be as close to production ready as possible I was just kinda going with it. That lead me to a few problems with my terrain mesh.
3. Crooked Edges
4. Polygon Count was to high
5. Terrain Texture was a 4096x4096 image
These problems caused my terrain to be extremly diffacult to extend and modify and the start of poor performance. Not to mention mobile devices have a Polycount in View, Texture Size and Texture Memory limitations so the scene I had created might not even run on an Iphone or Android device.
Now having an idea of what I wanted to do I set out to fix my terrain mesh by creating a new lower poly and smaller texture resolution version 2048x2048.
The next problem I ran into was that I tend work twords getting my scenes out of blender painted in such a way "Shadows Included" that when they are imported into Maratis they look exctly the same. This works most of the time but one particular case where this wasnt the case was trying to bake the shadows of the leafs/branches/tree onto the terrain texture.
6. Blender will bake the AO of the shape of the mesh and not the image contained"Leaf"
This left me with square/blocky shadows baked onto my terrain texture under the trees. I was able to fix this problem by just using a spot light in maratis and enbling shadows.
This is the final result in trying to solve some of the problems I had just talked about 1. A new Lower Poly, Cleaner version of my Terrain, 2. Smaller Texture Map, Tree Shadows from a Maratis Spotlight with Shadows enabled.
Last edited by zester (2013-01-17 15:11:14)