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This Is How We... Generated Realistic Terrain

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Hello Loyal Followers! This marks the start of a new series of explanatory blog posts revealing some of our development process. In this first post, we'll explain how we created the terrain for Ghost of the Forest. A huge thank you to Alexey and Dillon for sharing this information! Heightmap Alexey found an atlas rendering of the Canadian Rocky Mountains, set an area to nowaday's Alberta province, and then used Photoshop to turn that into a heightmap. Here is the base height map exported out of that chunk: We went through a lot of testing with Rahul ; he even made his own separate map based on the previous design and tested that as well. World Machine Using the previous heightmap export from the main reference image, Alexey used World Machine to customize the flow to fit our needs. In the image below, the blue is outlining nodes that produce the final heightmap used to generate the game's terrain. World Machine Flow: After wards, the terrain was sligh...