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Forefront Iceland terrain

I was responsible for making the distant terrains in Forefront.
The playable area was sculpted in Unity and had to remain untouched.
As this had to run on an Oculus Quest 2, there were several constraints for the terrain:
-only 4 material layers
-one single 8k diffuse overlay map
-no normal or roughness maps
-2km by 2km

Mountains were placed so that they would have a layered feel when seen from within the playable area.

Mountains were placed so that they would have a layered feel when seen from within the playable area.

Gaea Viewport

Gaea Viewport

The playable area of the map was sculpted in Unity and had to remain unchanged, blending seamlessly into the distant terrain.

The playable area of the map was sculpted in Unity and had to remain unchanged, blending seamlessly into the distant terrain.

The terrain was limited to 4 material layers that faded into a diffuse overlay map a short distance from the player away.
There is no snow material layer, the snow is only present in the overlay map, far outside the player bounds.

The terrain was limited to 4 material layers that faded into a diffuse overlay map a short distance from the player away.
There is no snow material layer, the snow is only present in the overlay map, far outside the player bounds.

Terrain layers fading into the overlay map.

Terrain layers fading into the overlay map.