A terrain experiment using free + std unity assets [updated]

Built using Unity standard assets + free grass/flower assets.

[update] The webgl build (laggy and about 36 Mb download) is here
Recommend going fullscreen for best results : https://codermonk.com/unity3d/terrains/

[update 2]

  • Fixed the water edge issue pointed out by Chyld989 and also added some of post-processing to somewhat simulate the under water effect suggested by him.
  • Added ambient sounds
  • Some build size optimisations

5 Likes

Wow :star_struck: this is gorgeous

Very cool! I’m still working my way through the Unity 2D course but this gets me even more excited for the 3D course once I get there.

A few relatively small things I noticed:

  • I think the camera should be a little bit higher; when walking through a group of flowers I noticed that they were pretty much at eye level, which didn’t feel right
  • If you walk into the lake the colors of everything are the same above and below the water; I have no idea how complicated this would be, but typically underwater you’ll have discoloration of everything that isn’t right next to you as well as reduced visibility
  • Where the lake connects with the stream I occasionally would see the edge of a water effect in mid-air; not the best explanation, but I took a screenshot!

Even with the above, it looks great though. Keep up the good work!

Thanks Chyld989 for your comments. I must say it was a bit of a steep climb getting familiar with the terrain system at first. But most importantly for me - what I realised after doing this over that last few days is that it is not impossible to make something half decent even with the standard/free assets once you put in a bit of effort and imagination.

  • I think the camera should be a little bit higher
    - I agree those flowers do look a bit too tall but I just assumed the were originally supposed to be some sort of tall grass type plants :grinning: without putting too much thought into it.

  • If you walk into the lake the colors of everything are the same above and below the water; + edge of water sticking out
    - Ah yes the under water scenario is totally non existent currently , and i even thought about adding a fence to prevent that type of interaction :laughing: . The water effect which btw is a unity standard asset is just a layer thick and doesnt provide such a feature - or atleast thats all I can make out. As you pointed out I have even missed setting it perfectly in a few places. I do plan to fix this cosmetic layer sticking out issue though regarding the actual underwater look I really dont know enough to be able to come up with something believable. But hey its something I need to think about if I ever make a game with that aspect.

I wish you luck with your exploration of 3d.

1 Like

Thanks Kevin

That looks really good :+1:

Thanks Mark

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