Ok, going to straight to the point. I want to build a nice looking forest with rocks and trees all around. I am not experienced with roblox terrain at all, and the amount of trees I have used is causing my game to lag. Is there anyway to build a good forest with less parts? Note: (I am building all stuff on a baseplate currently)
Try using unions to cut down on the amount of parts, or just entirely forego roblox parts and use meshes.
This isn’t a good idea. Don’t do this.
They are all already in unions, they are just modeled together.
For all builds in general, you want to start off establishing what you want. What kind of forest is it? Jungle? Fantasy? Dark? Coniferous? What purpose does the forest serve (lobby, map, showcase)? Think about it. After that, try and search up images of what you want. If you’re building a dark forest, for example, search up photos of “Creepy Forest” or something of the sort and get inspired by it. Take what you like about it and put it into your build.
Onto the actual action: try to emulate a real forest. You don’t have to use roblox’s terrain (I don’t that much), but build some sort of variation in elevation. You want small hills with bushes, tall trees, maybe a stream or two. The more you put effort into the small parts of the forest, the better the entire picture will look.
Good luck!
(And about the technical stuff, as long as your forest isn’t crammed to the teeth with parts, the amount of lag should be negligible)
Make space for trees in the forest, the player cannot be surrounded by a crap ton of trees all over the place. Also there are a few tree generators that can help solve your problem. Do not make too many trees as it may get the player stuck in some place where they cannot leave because there are so much trees. Make room for the trees to stay at because the player cannot be surrounded by them.
The tree are not colliadble. Would it still make a difference still?
I think it really does depend on the purpose of the forest. Obviously I wouldn’t recommend cramming your area with trees if you need to build a map for a game, or a lobby, some sort of central area. But if it’s functioning more as a border to your main areas, then the density should increase.
Yes it would make a difference. Make room for the environment so that there wouldn’t be trees everywhere and trap the player from exiting the forest. It does depend on what type of biome the player is stranded at. It does not depend on what type the player is developing but it depends on what you want your forest to be like.
Well, in totally, I have about 2000 trees on a giant baseplate. I am just trying to build a sort of spooky forest not for lobby or anything.
Mhm. That’s why the very first piece of advice is to establish what you want.
So is it mainly for a showcase? A map?
if you have large unions, export them into meshes and that will cause a lot less lag
It is a section of a map for a story game. No showcase
They are nowhere near large. They are medium sized trees
Alright. For story games you want to place emphasis on the important parts of the forest. I’d recommend building a path/paths for the player to go through, and room for the player to explore the rest of the forest and find secrets. If you want it to be completely wild/uninhabited, then you should ramp up the number of plants to match it.
I already have a path set for the players including a cabin within. What type of trees should I use?
Well, it depends. What area is the game set in? If you’re going for a rugged frontier feel, conifers are well suited for that. They can also be tall and imposing, so if mixed with dead trees, can provide a spooky feel.
The day is at night with some sort of a foggy setting.
by large, i meant with multiple parts
Something like this, perhaps? Moving Through Spooky Forest Mist Stock Footage Video (100% Royalty-free) 1010820818 | Shutterstock