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Making Open-World Terrain and LOD System with a Splatmap Shader using Godot and Blender

Hello there! I haven’t posted anything in a while. Just wanted to say that I’m still alive and kicking! Recently, I’ve been experimenting with the brilliant and easy-to-use open-source game engine Godot, studying GDScript and the engine’s quirks. I made some prototypes of little 2D games and whatnot and have been going through loads of tutorials. Having some experience with Unreal Engine, I decided to get my hands dirty with the 3D aspects of this beautiful and very flexible open-source engine.

In the video tutorial, I cover:

  1. A technique for creating terrain mesh chunks in Blender with different levels of detail (LOD) using the Multiresolution modifier.
  2. How to set up and paint separate Splatmap textures for each terrain mesh chunk. I also briefly discuss the workflow for generating PBR textures for open-world game terrain.
  3. How to export the mesh into the Godot editor and code a simple Level of Detail (LOD) script to utilize the different mesh chunks created in Blender.
  4. How to code the splatmap shader and apply it to each terrain chunk to achieve the final in-game look.

This is a timelapse/commentary video, and I don’t cover the basics of working with the Godot engine here. Therefore, a certain level of expertise dealing with GDScript and the Godot engine interface is required, as well as some solid knowledge of Blender.

Thank you! Hope you like it!

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