Yesterday, I returned to my part-time job for one shift. It was actually a nice break, very quiet. I started at 8am and was heading home at 11:20. Clara's brother was visiting Sheffield with his friend, so we spent the rest of the day doing housework and preparing for an evening meet-up.
So, not much was done yesterday. Tonight there is a production meeting for Halo: Raptor at 11pm. Well past my usual bedtime, it has to be said.
View-aligned Voronoi Islands
Thomas Kole is a technical artist who dedicated his free time to building a near-perfect replica of Tenochitilan. Seriously good work -- driving the project forward through clever cheating. The takeaway from this presentation is that when the terrains get big, cheat with everything that you can. For example, you can't scatter over hundreds of square miles of terrain without a very complex fragmentary render-flow. Instead, Thomas developed shader-based solutions for handling the forests and much of the city.
http://www.chengfolio.com/google_map_customizer#satellitemap
I use this to capture bits of Google mapping terrain. You need to use it as a starting point rather than use it directly, or you will get Google watermarks in your terrains. If you capture an area using overlapping screen captures that you stitch together in your favourite image editor, you can get massively detailed real-world terrain from which you can clone and paint your own landscapes.
https://tangrams.github.io/heightmapper/
This handy wrapper captures Google Map height data and filters it to generate heightmaps. This would be indispensable if only it could export high-bit-depth EXRs. Still worth using!
https://cloud.maptiler.com/maps/
This commercial service offers a free but limited account. It does both the texture and height-map generation really well. Useful for capturing a real-world geographic location in 3D.

























