Faking Buoyancy

During the intro to a game I (perodically) work on, the player starts on a pirate ship. Realistic water doesn’t fit the style, and scroling textures on a big plane looked pretty boring. To make things a bit angrier I needed intense waves, and I needed those waved to actually affect the world. Waves To keep it simple, I just did procedural heightmap; i.e. set the vertical coorinate to be a function of the horizontal position and time. ...

Steven Landow

Non-Destructive Terrain Editor

I am not a good artist. One of the reason 3D is a bit more attractive to me is that I can usually build something rather than draw it or sculpt it. Digital art gives you an “undo” button, but being able to undo or redo things out of order makes it even easier to experiment. Most of the terrain tools out there have a destructive workflow. Using various brushes, you write directly to a heightmap. Including the concept of “layers” can help here, but I want something closer to modeling. ...

Steven Landow