REFUSION is a fusion of FPS and RTS game genres with great emphasis on multiplayer.

RSS How we create REFUSION #06

In the following episode of our series we’ll show how we create terrain, respectively its topology... continuation.

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How we climbed the mountains... continuation.
4) In following phase we create mesh out of the height map, which is then used to generate Ambient Occlusion maps, that is then applied to colour map which gives us natural obscuration of certain terrain
areas.

How we create REFUSION #06: Terrain

5) In the last step we take the height map and create a slope mask out of it, which we use to apply colour to the diffuse texture defining the base colour tone for steep hillsides, to which we will apply texture of structure for cliffs and rocks.

How we create REFUSION #06: Terrain

6) The result is that the engine generates terrain according to the height map and to it applies the final diffusion map.

How we create REFUSION #06: Terrain

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