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:
- A technique for creating terrain mesh chunks in Blender with different levels of detail (LOD) using the Multiresolution modifier.
- 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.
- 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.
- 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!