Large-Scale Roblox Terrain: The ultimate guide

Wow, wow, wow I wish i discovered this earlier i painstaking made the terrain in blender thanks!

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Youā€™re actually meant to run the conversion code in the command bar, not in Test Mode.
Edit: Updated the tutorial to clarify this. Sorry for the confusion.

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Make another post! I would love to see IRL terrain in roblox!

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didnt use this for terrain, you helped me really by showing that plugin, lets just say maybe I can recreate Fallout 4 in Roblox

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Feel free to make another post. I figure that involves importing quixel megascan or other photogrammetry assets?

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Woah, that would be epic! I canā€™t wait to read it, please send me the link when itā€™s done!

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Hey, did you get this finished? I would love to use this, I could need it! :grinning:

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My mesh came out small in Studio and when i converted it to terrain it just came out in a sphere of sand and rock.

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Donā€™t click continue after obj importer finishes rendering. just immediately paste and run the console code

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Tried this, unfortunately my laptop could not handle exporting the map from Gaea. It gets stuck on the erosion node. Too bad, this is quite amazing!

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I found a better and less laggy way to do this, gaea unselect everything and click 2d, righth click the image and choose save as image now import it to roblox as a heightmap

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Itā€™s not a good practice, itā€™s working now, just super slow.

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Thanks for the guidance, you helped me a lot

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Just looking at these screenshots I thought you rendered it in Blender! Iā€™ll definitely be trying this out for my project!

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This is a great guide. Really nice work.

I have a suggestion that I feel would be of significant benefit:

Terrain:FillWedge suffers from artefacts and I see that youā€™ve worked around this somewhat by doing,
Vector3.new(thickness, part.Size.Y + 15, part.Size.Z + 15) to increase overlap. (Though this still leaves a few artefacts and makes the terrain less smooth in some areas.)

Instead I recommend using my custom function which produces a much closer fit,

This should also work better in smaller spaces such as caves.

For reference, hereā€™s an example of the better aesthetics achieved after switching to my method and removing your increase in wedge size to instead use the exact wedge size.

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awesome stuff man, appreciate it.

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Iā€™ll take a look at this and consider switching to it after a few test runs! Thanks for your contribution.

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Iā€™ll give it a go as well, (I use this workflow everyday, has quite literally started my career,) and let you know of the results. Seems promising though.


Edit: @Quasiduck, itā€™s not exactly a viable option over the other one as it does not automatically paint materials based on height. That would be my recommended change. Other than that, it works like a charm. :slightly_smiling_face:

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Iā€™d assume itā€™s still viable (I havenā€™t tried it myself yet), the only difference is that their code does not include my auto painting code. Iā€™ll happily incorporate it once I get a chanceā€¦ Lifeā€™s been busy lately!

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Yeah, totally agree. It works well in the sense of creating the terrain, however due to the fact that it doesnā€™t auto paint, itā€™s just not an option for this type of workflow. Iā€™ve actually got a few other suggestions myself, Iā€™d be happy to share them via DMs.

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