Or let's go ahead and go to our terrain now terrain is kind of a tricky element to this.
I'll go ahead and choose my just a smooth brush right there.
The terrain.
Your your passes for instance left click here and notice the moment I do it you see usually what happens
when the user doing this is it immediately just jumps all the way up really high.
When I go in push control Z will just take it back down when it comes to working with terrain.
When you want to do is take your opacity you want to take the pass the all the way down.
If you try that again.
So if I left click and drag notice all the sudden I have this lower build up I have control over my
geometry.
It's a huge difference between this and in the media at all really high.
What I've usually found is that a a one to a five range is about the highest you want to go when you're
working on a detail sometimes you can go higher if you're just wanting to set in terrain like mountain
ranges and things.
But when you get them and it starts to come to smaller detail.
Definitely more prefer doing it this way.
All right so we're going to do is we have a opacity amount.
We have a breast size.
Take the breast size all the way up and then I'm just going to take if I can actually take this knee
higher than see.
So the breast size is a 100.
And going start brushing in and setting in a height for this straight
up.
See if we can get to.
We're going go over that harder brush just because it's a larger brush that we get when you start doing
the terrain if you use a brush and you brush over the brush again and again like this I'm just holding
down the brush the mouse button but I'm taking a circle over itself to see how you start to get those
ridges.
So the ridges are good when you're trying to create a fill of like a rocky terrain.
So just have a nice little technique to build to build up with especially if you're using the regular
brushes that come with unity.
I'm just going in circles and I'm just going to build up the pieces here
.
We're just sticking to where we have our our trill our little pathway right there.
Now that your first time brushing through if you haven't used the brush we haven't done high poly modeling
before.
Just take into account that you're not trying to do anything finished when you're trying to get that
in your old shape for it.
So no this one we have a lot of detail in here and that's because we're using a higher rate.
We're using a very high resolution.
So we're going to be able to get a lot more detail in it.
That is going to be again if your computer slowing down that's going to be the reason why is that you're
actually requesting quite a lot of other resources to be able to do it this way.
But it does give you some of the best results.
That's that's definitely a worthwhile Zinda do it right.
So I'm just brushing this in take my time making sure that it feels like it's got just enough of a pattern
to it looks fun and is kind of in good shape
because we take it in here.
We'll go ahead and carry this through.
Now we want to make just high enough freight here I think one of the ideas will be when you're walking
in if you're coming in from here you're walking down the path you're going down here.
You don't want to see what's on the other side.
But you want that when the user gets up to hear them right there at the top is when they get to kind
of see that what's over the mountain type of fill and then they can say oh look there's the ocean over
here to give us a little right there that give us a nice little spot to be able to see him but again
just remember it's just little circular patterns right here to form this type of rock.
You know granted there's going to be a lot of different type of rock you could form.
But the one that we're working on the kind of looking at is just kind of that little rough rough shape
.
Right.
So we've built up this part it looks like we need it.
Do you see how when we get to here we could go up and try and get that flat area right there.
This can be if you were trying to do with this type of raising tool and Roomba if you want to lower
it you can hold shift and shift is going lower for you but we can't get a flat piece to it.
So when it comes to getting a flat piece well you can do is actually change the mode that you're in
.
So right now we have the raise and lower terrain.
But if you go over you're going to be in the heights mode and what you will use for this for is to field
to have flat spots.
So for instance if I hold shift and wherever my mouse is when I click that's going to be the height
as I'm saying I want to move it to.
If you notice right here you see the height when you hold shift left click you're actually getting a
different height that sending that to and what that does is when I'm in here if I actually take my breast
size and take this little bit small it means that when they get to that high it actually stops right
there.
And that gives me a nice really really nice flat surface going across.
Right.
So what to do with this that is we want to try to get to where we're right there underneath the building
.
To go a little bit higher I'm just folding shift left clicking and then we'll see if we can get that
high.
We don't want it going through the floor but we want it going up high enough that it's it's right there
.
Looks like it looks like we're pretty good right there.
All right.
You'll make it feel like at least for the user they're going to feel like this thing was built right
over and on top of the rocks give it a sense of realistic be that something actually did build it.
Someone did build it and take time into.
There we go.
And then we can leave a couple of those spots open where it looks like it's hanging over onto the side
right there build out this one a little bit more.
All right.
So we don't want to walk up to here and see nothing back behind there.
We actually want to give a little bit more of a
mountain range something that's kind of fun to see back there.
So we'll take our brush.
We'll take it back up again.
And then instead of being in this mode we'll go ahead and go back to our raised and lowered terrain
and we'll take our capacity and take it up a little bit higher closer to 10 and this time.
Let's go ahead and just are working over picking up a really large mountain back here in still kind
of doing that same shape.
I just want to make sure this going up still with that roughness to it
.
There we go.
Just going in a circular pattern just letting it grow up for a little bit and stroking it circular.
And we're going to go through these and we'll start we'll start to soften the edges on some of these
so they stick out so much see if we're going through here.
Might be a little high.
I mean just a whole shift.
Disprove that low.
All right.
So when you come up to it it's going to feel like it's a little bit more rather than just being it by
itself.
That will give an impression that the this built into the.
So might as well let's go ahead and create all the way around in here can give it that really nestled
in feeling.
And even for the user coming up we kind of have that feeling that they can't really see everything they
don't know if maybe it actually goes into the mountain range because they have that little extra pressure
or not.
There we go
see it might be a little bit too much.
See.
Kind of takes away from the do you go too high with it may take a little bit away from from the building
itself
will pull it down just a little bit.
All right.
The Stern looked pretty good.
If we go inside here let's know this.
Like for instance with these and we go back to my paint height tool and just hold shift and click just
below there that will take our breast size down smaller.
But then when I actually do it that way and then I can actually just take just these pieces and clean
the inside that we don't want to feel like it's breaking through on the structure feel solid
pretty good.
That's looking pretty good.
Got some good shots for feels like coming up to it.
Give me a fun little Phil..
All right.
So when the user starts to come up we have one coming down the pathway then going in through here when
they get up to the very top rated here.
They're peeking over to see that we don't want them to actually be able to go through here so let's
go ahead and fix up a little bit thicker opacity back down to about two or three.
And if you haven't saved in a while.
Be sure you save
your breast size a little bit larger
right now is actually a good time to smooth out some of these spots.
So the other option that we have here is a smooth high.
And what this does is just simply take the tops all the vertices and it just averages them together
to start smoothing them downward.
And it's just based on your capacity so if you have it higher just notice all the tips and the pieces
will start to go down.
I think this a little bit higher.
There we get will soften that part up a little bit.
And I'm just left clicking in drag
right.
And then same for these a little bit rough on that
.
Right now we have those pieces set up.
We've got our path.
We've got the angle right there that when you get right up to the top the hands move this down a little
bit more
the holding Shift.
I'm just going to move the piece just down a little bit and that's when you start moving in.
And when you're working with terrain don't just hold shift and move once fired the kind of wiggle it
like you do with the building up these that way.
It just kind of gives a nice gradual filled path throughout the whole.
Very bright three and pretty close.
We've got our basic setup here.
The last thing that we want to do when it comes to the terrain that's directly relating to our scene
is go ahead and take and build up and smooth out the next to the next to the water.
For instance what I would probably do is take my hand take my pain hide and we'll take our breast size
really high will take her M.D. all the way up.
We just wanted to be an instant Grove for this one.
And the group heard us say that we would take everything up to a vow where my mouse cursor is will take
it left about there's a whole shift left clip then but this because the cursor is set to 100 percent
opacity and getting in and all the geometry is just instantly going to that height.
So if you're looking for something to be really quick he has one that pain.
He just want the entire area to be higher.
Then you just go with it that way.
It's very similar.
This is kind of high if you were going to do it like a platform game or something.
If you were just looking to make one solid piece and then have a jumping spot to another one you can
do it that way.
All right.
Once you take all the terrain up in this area I'm just going to take that up in this area.
The rest of you could leave for a later time or we could actually tell our with some more down ranges
or some good views that we could come up with
.
All right.
Panic really.
Just enough extra height here that we can move from there and create some extra brain just so everything
in this area is higher can then go into this but instead of being just a really rough follow up go ahead
and do our will actually do a lot worse terrain.
We will do the smooth height.
We can do that with loose smooth height and we'll do a soft brush on.
Then if you notice when we start smoothing it out see how if you see where the blue is starting to pull
all the stuff together you can smooth out the rough edges you can start making things fill a little
bit smoother together
and then zoom in on that.
We go
.
And then we can even take from the looks of it we could actually take the take our size and just hold
shift and kind of push it down helped that a little bit
.
But when you see the breaks in it that's just the geometry it will rebuild and fix it up
.
Right
.
Because they're making a little bit maybe like a sand dune kind of filled to that gets to the water
.
This is where like a rough spot we could put some cool rocks and things that go into it.
So if you know this when you're going to make tools and pieces you can just whole shift and make it
go and go down and hold the shift to make it go back down and then let go shift and let go just can't
go back and forth both ways that
cascode thing our little bit of by little the kind of the way the up and down to the then
i begins soft enough that when that little crease that's right there stick the last of the 200 on it
off and then up
.
Right
now we have a little bit of
an area here.
We're scoped out the rest of this next video and then we'll finish off the rest of the three