Currently terrain can’t have its look modified by developers outside of textures, whilst this is fine for most games for games with an art style like old roblox its completely unusable as theres no way to make terrain “stud shaped”.
So because of this I’m having to make my own terrain based on a heightmap, despite the engine having voxel terrain built-in that will be far more performant than anything I could do in luau.
(I’m not implementing voxel terrain from scratch because that’d be a pain to do, when I don’t need caves or any fancy landscape features for my game)
Additionally even more realistic games still somewhat experience this issue, as theres only so much you can do artistically by having custom materials.
One solution that I think could work, is some sort of “Terrain Graph” system similar to graph based shader editors, that allows you to create graphs that effect how terrain geometry gets created. So if I wanted polygonal low poly looking terrain I could make terrain graphs for each material, and then reuse terrain graphs between multiple materials like dirt, grass, and sand. So I don’t end up repeating graph code for every single material.