Volcano Terrain Test
I’ve been making progress, getting a bit better at the sculpting method I posted in a recent game-dev-log video. Here’s a low-poly volcano I’ve been working on.
I feel the 1k version here is more readable and stylish– but that illustrates a tricky aspect of wrangling flat-shaded polygons:
I can easily decimate a mesh to get quick-and-interesting results, but there’s a matter of scale and consistency. If a large mountain with polys this few (1k version) is viewed close-up, it’s going to appear too-flat and less interesting. If the polys are more dense, then at distance it may have too much detail and lose the faceted style altogether.
I could try different LODs with varying geometry but I expect as you move towards them, those polys will “pop” in a very jarring way.
This is going to take a lot of trial and error before I settle on a good system / pipeline for it.